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>Were these bears perfect? Of course, not. AI art requires a post-production stage. Luckily, when your team has an experienced Senior Graphic Designer, such post-production is a piece of cake. Vlad fixed artifacts, tweaked important details, and added snow, shadows, etc. Among the required design fixes were weapons, eyes, and paws (AI always struggles with hands). So, all final designs were reworked and “approved” by a skilled human. But it doesn’t take away the AI’s help, not in the slightest.
>2d concepts require several highly experienced professionals, and even then concept artists take 1-2 weeks to create one location in 2d. With the use of AI, one skilled designer will most likely do it in one day.
>Basically, after crunching the numbers, we arrived at the conclusion: using AI reduces costs by 10-15 times while delivering comparable results. This is very exciting in terms of both time and cost efficiency.
Only Vlad the chad wil be hired im his respective industry.
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You just admitted its theft. For me, when i do real art i learn proportion, underlying bone structure and musculature and thats it. I clear my mind. I dont steal.

I sure as hell dont take a billion+ copyrighted works, put them into 10k gpus and then process them and store the results onto hdds.

Dont even BEGIN to suggest that your weak AI simulates neurons
You are imbecile.
Stop replying to shitposters.
Not an actual argument
It's just stating the fact, no need to argue with imbecile.

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Everything /archviz/ /arch/ related.

I must say that the previous thread was kinda wholesome so I'm making a new one.

Previous thread: >>924307
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OH WISE AND INFORMATIVE CHAIR NERD, where would recommend to get good panorama or backgrounds/backplates like in >>944596
or pic related
Q onda.
I still charge per image but I make sure the client understands that that is only the pricing part but the real calculation should always account for the complexity of the project.
> So my first question is how do you manage your time with multiple clients.
Made many comments on that but the TLDR version is. Take your own installed capacity and divide it by 2. If you can work 100 hours a week only make yourself to plan and work for 50 hours. It's the only sustainable way to not burn out. Trust me I've had it twice already and each time its less fun.
> Should I hire people if I get more clients?
Been there done that. Only do it if you want 2 things: Make yourself a manager and make services your business. What I mean is that I had an archviz studio with employees and the opportunity to manage a group of some 30 artists. I saw what that would entail in my future partner (divorced, being a slave to its own employees and unhealthy as fuck) and I ran away. The service industry requires something I am not willing to make and it's selling time. I am making the transition to be a freelance developer who's only client is myself. First thing I found out is that it's exactly 10 times less profitable but far more scalable to sell products and pre-made services. So If I made 150k a year I now make 15k. (It's okay cuz I live in a south american country) but I now see the opportunity to make that money without spending my time.
>how do I get more clients?
Quality not quantity. I literally have only 3 clients now. And that is sometimes far more that I can manage. Only time and good service will make you good and profitable clients. Best advice is to search for the best clients where they are and that means that a director of marketing of a construction company is not on fiver or facebook. It's sitting on his desk and making appointments with service providers. Make sure to get in line and make and appointment with him. It's not impossible trust me.
Not wise. Im just a 30 something dumb fuck from a backwater country,

>where would recommend to get good panorama or backgrounds/backplates

Not a single clue dude. All the backplates that I use come form going to the proyect location and taking them with a dslr or a drone.

If you are making practice images your best bet would be to make your own with your phone or using a street view 360 panorama downloader. Did you know that street view panoramas can be as big as 17000px x 9000px?
This might work for you anon.

Thanks a lot man will look into everything you've said, also no, I didn't know the resolution was so good on street view panoramas, that's great!

Need help plz subdivision surface keeps afflicting me, going into sculpt mode doesn't help-
>any effort to put the regular layer down at the pinching points and the hollow layer emerges
>remeshing fixes this but now subdivision surface doesn't help and the leg remains square
>moving the verticies avails nothing as the mesh retains the weird pinch angle even when moved inwards
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you should have stopped here and used them as fabric folds
insisting on using the bare minimum of polygons clearly isn't working for you
>26 days overdue
it's entirely up to God whether or not I pass at this point

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best guides for making N64 / PS1 style models?
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You got the wrong guy, man. I’m the guy who did that Jet Force Gemini picture; FlargyFiller is just someone I find to be a good low-res artist.
holy fucking based
Check out Legend 64 on YT, someone might have mentioned him here
Reflection of self.
Ive tried some but I always shit the bed at UVmapping

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Does anyone have any videos saved from LESLyzerosix? Whenever I catch his streams he's already almost done with a sculpt and he doesn't have any VODs or videos I can find anywhere, just random short clips.
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Yeah although he's not gonna stream himself working on it for obvious reasons.
he only streams safe horny stuff
He should stream them on fc2
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I've put these two in the shared folder too:


Well that sucks, nothing we can do about it

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Unreal Engine 5.1 now available:

What projects have you been working on lately?

Unreal Engine 5.1 new features video:

Building Unreal Engine from source:

Learn Unreal Engine:

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So how is UE5's control rig compared to using Blender or Cascadeur for animations?
look at the absolute nightmare in op's pic. just imagine to resorting to some horror like that just to avoid learning to code or paying a programmer.
Blueprints should only be used for quick and dirty implementations, not as the actual logic behind. You still need developers anyway.
Can someone recommend a light asset package to use for iterating on the creation of a city? So something withurban props would be cool
Kenney Game Assets


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Is there anywhere I can download the original Stratavision3D program? I want to become adept at using out-of-date modeling tools.
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No, just use stratavision. Fuck off with blender bullshit
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>No, just use stratavision. Fuck off with blender bullshit

So what do you think of using the "new" version of Stratavision? I've used both the new and old 3DS Max as well as both the new and old Bryce 3D. The new renders looked identical to the old ones (for each respective software) Maybe Strata is the same way?.

I'd say yeah use it but the default rendering engine is a bit more advanced from prior versions. The tool sets from what i see using it are sort of similar. But The rendering engines are actually different and hardware does matter as well.
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>Stratavison vs Strata Design 3d
>The rendering engines are actually different

Proof?? If it's possible I'm going to try import old Stratavision scenes into the new Strata to see if there's a difference.

Also, the new Cinema 4D renderer is also the same as the old one.
I posted this like two months ago why isn't it dead yet? Is there just no one on /3/?

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Literally SEXO tier shit now
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Is this SEXO tier?
fuck off cris
Damn it. It autocorrected. Its fucking over. Fuck cris and fuck phoneposting.

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Please give me some free texturing programs that let me paint textures in a sane way.
I can't take the excruciatingly convoluted mess that's Blender texturing anymore.

Which VR device has the most accurate/precise controller tracking for modeling in VR?
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I want to get into 3DCG to make things that look like they're straight outta the late 80s / early 90s
What should I read or watch to learn?
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what's the eyeball image? looks interesting
>what's the eyeball image? looks interesting

It was made in POVray
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>SGI render software is basically nonexistent nowadays

Yeah... it's called "Maya".The modeling and rendering engine are pretty much the same as Alias/Poweranimator.

I also released the windows version of Poweranimator and it works on Windows 0, but I would NOT recommend it. It's a serious pain in the ass to use!

Also Mental ray was also used in the mid-late 1990s was included in many software later, though initially it was Softimage only. Older version of Maya, 3DS Max, and Softimage XSI.

You do not have use an old computer to produce old looking renders, as many 3D software from the 1990s are still being used today.

A list of modern software with ancient rendering engines:

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>It represents the futility of creating renders when they will only be deleted when the thread 404
But I've saved almost everything you've posted and will enjoy them in the future.
For a moment I thought he meant renderer and assumed he just meant code one up using principles of linear algebra and OpenGL, which would be more useful

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post a game character creator that can make mario 64 or sully or synty type of models.

I need a character creator like Vroid, makehuman and character creator, but for low poly trashy indie models like synty.
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fuck off cris
Kris living rent-free in one anon's head
it's incredible that one person is able to bring an entire board to its knees
Cris is based stay mad wagies.

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Does anyone on this board sculpt or are you all plebs still
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did I win?
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This is my first sculpt guys, do I have talent?
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but sure, carry on and like, reference things and learn some anatomy
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...i try.
Oh god another first time sculpt Jesus christ stop being cringe excited every time you discovers new skill lmao. You have a long way to go anon.

I don't know Substance Painter, but I know I've come to hate Adobe products. Is there anything Substance Painter does that I can't achieve with Blender's texture painting?
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Hired? Because I bothered to learn a program instead of paying the shareholders at Adobe?
Oh no.
mixer, armor painter and marmoset are alternatives, tho mixer doesnt bake maps i think
I can't hear you over all this money I'm making and saving by not jerking off Adobe shareholders.
The "cha-ching" is too loud.
Then again, I guess they're paying you for your "services" while you're on your knees under their table, but you have to remember to wipe your mouth after you're done sucking them off.
Yes they are that's why I don't buy Adobe products.

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How do I save an image to the alpha channel of another image in blender?
In photoshop, I'd have to open it up and then copy paste the map into the alpha channel by hand. I don't wanna do this a hundred different times by hand.

If I generate a roughness map, how do I save it to the alpha channel of another image texture that I already have INSIDE blender?
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what do you mean compose thing? I Don't understand. Please anon come back and tell me more you're the only one who's responded in a day.
Please someone help I need to save the SMOOTHNESS map that I bake in blender INTO the ALPHA CHANNEL of the ALBEDO map that I bake in blender as well. PLEASE.
Never mind figured out the compositor would help and this is how you'd do it. Getting real tired of this piece of shit software.
>In photoshop, I'd have to open it up and then copy paste the map into the alpha channel by hand. I don't wanna do this a hundred different times by hand.
Do an action record of yourself doing it once and then batch run the action.
Why should I compensate for a feature that should be in blender?
Why should I waste 1000 hours creating procedural grunge in blender when a single node in substance desginer can do it better in a minute?

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