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I'd like to start a self-reflection thread where we share our long-term goals, where we're at, and get others' opinions on what ails us about 3D/CG.
The aim is to be less about technique/workflow and more about mindset.

For me, it's whether I should continue with 3D or not.
I started with 3D 10 years ago because I wanted to create cartoons/cool-stuff and was too lazy to do it with traditional pencil and paper (with which I drew for years prior).
Lately, I've become upset that my abilities are entirely circumstantial.
This isn't about learning multiple programs to keep up with changing times (should a particular software die a la Softimage) but moreso that I can only do what I do when in front of a computer. Constrast that with an illustrator's ability to create art anywhere, anytime, and with nothing more than a pencil and scrap of paper.
The bottom line is that I'm struggling to reconcile the mindset of "create with any tool no matter what" with "create without being tied-down to any particular tool/software".
The fidelity of 3D creations, how the general public/studios view 3D as something that augments art and not an art media/medium itself, and the course of 3D with regards to automation, machine learning, and A.I. all complicate the matter further.
Does anyone else feel this way?
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Can you elaborate what the issue with the rig was? I've started building rigs for games so I'm looking for stuff to be aware of.

As for me I'm pretty happy where I am right now, I've been working remote for almost a year for a game company as an animator, I've had to pretty much learn rigging on the fly because I was a lazy bum in 3D school who didn't listen to those lessons.

The project is pretty cool, but I'm missing this fantasy I had of truly being part of a game studio, working with like minded people, working towards one single goal, creating easter eggs... Due to working remote that feeling isn't really there.

For people struggling I would say try to envision what kind of art you want to see in the world. Not just something you'd like to see on the newsfeed, but something that'd make you go "I'm glad this exist. This is exactly the kind of thing I want to watch/play" If you can do that and figure out how to get started, motivation will come by itself
Haha yeah, I noticed French people often say "since", instead of "for". You said you've "been working on it since a year", and not "for a year".

I've been learning a bit of French in my free time and now I actually realized I still don't know why you're doing that. I have to find that out.
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I know how to do most of things I want at this point. Everything I want to produce is within my my grasp, if I could but find the time and drive to do it all. That, and animation skill. Animation is still tricky to get right without a lot of time consuming trial and error.
I see nice catch. No idea why we do it, I guess because in French if we want to say ' been working on it since a year' we would say 'depuis', which literally translate as since.
Because french use the same word (depuis) whether they want to express a duration or a starting point in time
t. French baguette

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I miss my cat so much, bros.
I Hope you guys are alright.
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Fuck, mine was saddle thrombus too.
It was so fucking quick, bro. He was a stray I've adopted from the street in 2013. He was so fucking chill. Suddenly he was crawling, and then no movement from his hind legs. Rushed him to the 24h Vet, but he didn't last the night. He was so weak and they put so many tubes and cut so much hair, I can only think of how much pain and how much afraid he must have been. Poor litle guy. I wish he didn't suffer so much. This was one year ago, but yeah, you never really do fully forget or recover, I think we just learn how to remember in a less painful way.

Thanks bro.

Unironically did!
This is Theodoro Roosepelt.
He was also a stray with malnurishment. I saved this litle shit, and I love him so much and he loves me back with all his litle heart. Hope I can make things right for him.
He a cutie.
How long have you studied 3D?
I'm sorry anon. I know the feel bro. It'll be okay, it just takes time. Judging by the sculpt you loved them and I gaurantee they loved you too. I guarantee he had the best life and you were the reason why. Don't dwell on the loss and always keep them in your heart and memories.
Rescuing stray cats is based and you should feel proud as fuck

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How do you even deconstruct such an idea to begin with?
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Idk but I'm tempted to try so matt-kun will seethe and call me a thief.
Houdini folks are mostly super chill about sharing their techniques.
I wouldn't be surprised if Matt told you how to do it if you just email and ask him. he has a couple of Tutos up on YouTube already.
Nice answers, pal.

This guy isn't chill. He deleted all his comments in the reddit thread but the QRD is another houdini youtuber posted work similar to his and even had the audacity to make a video tutorial. Matt had a meltdown that this guy had somehow divined his sekrit techniques and demanded credit for the video. Absolute narcissistic fool,
Lmao why would he get mad at Juni. Juni's a legend and has been doing great YouTube videos for years now. His recent intro to vex series is amazing and free. Disappointing that Matt freaked out over it. Iirc Juni actually had a more robust implementation of recursive subdiv than Matt's as well - I wonder if that bothers him.

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Beginner at Blender, having followed a few courses on 3d modelling and rigging (I can use Rigify and am familiar with how it works), I am going to try making my first 3d character model that isn't based on a tutorial.

Last time I came here I was told not to bother learning this stuff unless I was super dedicated to it. I eventually realised that I was also aiming too high and had to go for a more simple style to my models if I am to actually enjoy making models until I get better at it. So I figured I should go for a Wind Waker style to what I make, as it's a style I enjoy, plus I find the 2d face texture style to be very appealing.

What can you guys (aside from "Give up") can you recommend for this? Any tutorials or resources that could help? And anyone who has experience modelling like this...is it really hard to do?

As of right now I have a few model sheets on hand I will use as references to guide my modelling once I get around to doing it. I did some messing around with a smooth shader in Blender which does help achieve the smooth look which the style requires. Just the next thing to do is to make an actual character model, a complete one.
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Calling a piece of code "magic" is a quick and, most importantly, easily understood way of describing the complexity of it without needing to go into any unnecessary detail, it's especially useful when talking with people not familiar with programming
Sorry I'm autistic and I don't sugarcoat things in normie BS

Is this guy retarded? even Mario 64 did that.
really? I thought they just did simple additive blending, not a full fledged IK.
Thank you for the dump OP I love wind waker

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What do I need to learn to be able to make something like this?
Modelling and animation.

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>Blender can't compete with marvelous designer
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cgpeers accountlet here, where to find animation layers for free? tried cgpersia and rutracker dont think i found Anything
Cgpeers has a copy, it hsould be open for registration today
yea ok
yeah the thing is without marv you will basically never get it to fit right, it'll look like cloth, but it won't look like some nicely tailored clothes that are sitting just right.

This is without getting into all the features in marv that make it easier to deal with really complex designs.

Again, I don't know how many times i need to educate the blendies on this, you can just fucking pirate marv, you're already talking about pirating blender addons in this thread so I don't understand the fucking problem.
and before the fucking conspiracy theorists start posting, nobody "likes" working in marv, we don't "like" cleaning them up in zbrush later and we don't "like" needing to deal with topology you get out of it.

We're not fanboys, we use it because it produces the best result.

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Because usually it almost always looks like Frozen.
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I know, right?
that's a lot of hair spray
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Needed for all those headpats she gets
Not to mention you have to subscribe to the whole mindset of how anime is actually storyboarded and shit.
I think the biggest reason 3d anime falls flat (heh), is because they're using the 3d's advantages in motion and camera to pull shit off that would never work inside traditional anime.
Most regular anime is all about shortcuts to make an animator's life easier. 3d mitigates the need to do those shortcuts because it's 3d, but in doing so you lose the essence of what actually makes anime look anime.

You always see characters turning around, cameras going fucking crazy, and all sorts of shit.
You'd NEVER see anything like that in any anime that's done in 2d. When's the last time anyone has ever seen a character do a full-on turnaround on screen in traditional anime? Pretty much never, and when it does happen, it's used for dramatic effect. 3d animes have characters turning around and going all over the place.

I mean look at this shit
No one in their right mind would animate something like this in 2d for a regular show. Maybe for a movie, and *maybe* for a critical part of a show like the final fight or something, but shit like that is super common in 3d anime.
Not to mention that when animating the characters themselves in regular scenes and dialogues, they barely move. But in 3d, every part of them has to be moving.

It's all small shit, but that's the major reason I think that 3d anime doesn't look right. Because it's just not treated the same way as 2d.
All those little tricks like animating on 2s or making sure shading is right is all well and good, but it won't mean anything if you don't storyboard and plan everything out like you had to draw every frame traditionally.

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Assume the same OBJ file is imported to both Blender and Maya. Would Maya eat up less ram/vram for the same said object?
Also, assume I want the same number of hair particles on the same object. Can I stuff more on Maya?
This is a serious question, I'm currently pretty limited by my hardware and I'm pondering whether to take the risk of pirating maya or staying with Blender.
I count on you guys.
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Maya eats up more ram, but starts getting ahead when the vertices shoot up, because it's better at processing dense geo.
This is painfully true. Although what would you consider a complex scene?
That's pretty accurate.
Lots of materials, multiple rigs, and anywhere between 300k-1mil verts. Cameras , lights..... To even film in blender can be quite painful, even when working within strict fidelity constraints
Speaking of which, adding stuff like lights and node materials increase the ram usage?

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Getting started with Blender as a hobby. Any advice?
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just pirate marvelous designer
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Can someone help me with sculpting, i dont understand how to make the shapes i have in my head with any of these tools at all. I can box model just fine but sculpting seems to go way over my head
I saw this post 4 months ago how havent you improved?
youre probably mistaken me for another person
you have to practice nigga

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will it go back to clay or some sorta gelllo playdoe IRL modeling because scanning will get so good?

some thing about 3d modeling seems wrong like anime for example is still done by pencil then sent off to some one to sharpen and clean up who dont even live in japan

with Ai and scanning and even photography on new phones will 3D modeling skills be worthless soon?

predict the future tho obviously iphones suck right now and are memes but proper scanners eventually
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Would you say that it compromises the quality of your work?
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Is this a bad AI chatbot?
First I thought OP would might just be really low IQ, now I feel like this is some Anon testing his AI bot, none of these responses make any sense.
this. the jews are using their deep learning machines to mimic us /3/ fags
Lmao quick rundown on this guy?
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Some bipolar low IQ schizo autist who keeps making stupid threads about animation and modelling.
He spammed like 10 threads with obscure questions a week ago, all in this broken gibberish retard speak.
He does the same on /g/ where he keeps asking about how to code and according to some Anon also on /vr/ where he asks dumb questions about old 3D games.

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Are we out a job now?

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the eyes look all very similar
I guess it's time to start learning how to make clothes. I will never be a character artist but with these I can start incorporating humans in my scenes, I just need to learn how to create original clothes for them.
That, an animation clips. Plenty of indie hopefuls are going to need those.
white hair is mostly just straights and bezier curves, "black" hair (curly hair) is more complex in that it involves making tons of tiny springs that all follow those same bezier curves and straights. Just designing it is hard enough, just wait till you hear about the complex shit that they have to do to make afro style hair have proper physics.

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I want to get into performance/motion/facial capture. Is iClone a good program to start with? I have little experience in 2D animation, but I mainly want to learn it because I'm an actor and hopefully working in games in the future.
that's a pretty wild orgasm face man
Technically impressive, stylistically revolting

We seriously need software that competes with Marvelous Designer and Mixamo. It's insane how these software have no similar alternatives
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So maybe in a couple of years? Idk man, I am not a motion graphics guy and I always stayed away from AE.
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Promising, but currently nowhere near what Fusion or Nuke can do.
it'll never get one step closer since its basically abandoned.

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Ok so im trying to make the scene in the picture below but im running into 2 problems.

>Firstly i cant seem to get close at all to the reference of the image
Everything looks of, is it because its a drawn image and the perspective doesn't match?

>And secondly the lighting
How can i get "god rays" coming from the windows
Should i add light inside the room
Should i use hdri
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That said I only use CPU now.
Your scale is off. You should understand that the ceiling would be 9 feet based on that illustration. What you have looks closer to 11 feet but probably in some arbitrary value. Wall width goes in increments of 16 inches usually so base it on that. Everything in your scene is just way off because of that. Just study some building codes, floor plans and carpentry books.
Rx580 here know your pain, sure would like to replace it with a 3070 but you know

Good kick in the arse to learn marmoset and ue4 at least
Wow, thread was surprisingly wholesome & helpful.
Render it normally and just take your image and run it through something like Fotosketcher.

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BB-L Communication and control device.
This Concept was entirely done inside ZBrush, using only Dynamesh. I was inspired to learn ZBrush along with this workflow around a month ago after watching hours of tutorials from Mike Nash and his next level use of the software. He has inspired so many, and is now sadly gone. his work will continue to live on as the pinnacle of 3D concept design, for all of us to look up to.


How can I learn this power?
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My main jive with zBrush is that weird umbeguity it has with 3d positioning and axis. Give me the fucking control of numerical stuff. I dont want to blob out another alien head today, i want a block with precise size in a scene. Make it as easy to build 3d hard surface as it is in a fucking scetchup. I dont want to use imported stuff that is made by 2 simple clicks in 3ds max. I dont want to do some stuff by eye.
Zbrush fags how do i disable the scroll acceleration when scrolling the menus/side panels? Its so obnoxious.

Also why can't i rebind F10-F12 keys when they do nothing.
Looks like shit!
I never had any doubt that zbrush is extremely capable.

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