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File: blender go brrrrr.png (211 KB, 1523x726)
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a sensitive topic for anon
>>
>>794469
epic reddit meme
kill yourself
>>
>>794469
Sure you can also use MS Paint instead of Photoshop.
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>go for job at studio
>get laughed out of the building

Blendie tendies really are delusional
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>>794469
I wish, my dear blendlet, I wish...
>>
>inb4 autobot shills crawling out of the woodworks as usual
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>>794473
">go for job at studio
>get laughed out of the building"
cope
>>
>>794476
I tried to warn anon it is a sensitive topic. By the comments I diagnose Anon with a serious case of a stickstuckwayuphisass.
>>
>>794469
>paying for software
>2021
Kek
>>
>>794469

Why on earth would I texture paint in blender when I can do it in Substance? You don't even have a paint layer system stupid blendie.

Same for sculpting, why would I sculpt with inferior tools when there's Zbrush?

Blender is only good at modeling.
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>>794493
haha bro what are you talking about blender has AAA and film quality texture painting tools as well as perfect map baking tools
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>go brrrrrrrr
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>>794469
Added to the Blender cringe folder
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>>794493
Hahaha woah woah, I own both, yet I realized that blender is capable of doing better. So what a waste of money. Serve yourself chill.
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>>794504
Fuck off, blendlet.
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>>794508
Someone is sensible today
>>
>>794493
Because every step of your work would be contained in a single software package, unless you specialize in a single thing and are as replaceable as any graduate who was taught only Maya and wish to work only in AAA industry with a pipeline thats the equivalent of a bandaid over a bandaid.
Every sane artist in the industry will tell you the pipeline is never perfect, people don’t like blender because they’d need to rebuild again from the ground up costing a lot of money but for some reason they don’t want the conversation to go there and just shit on open source instead
>>
>>794521
I said, fuck off. Or else I'll increase the polycount.
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>>794540
Mah guy is brain dead. Play with the procedural nodes faggit, how would you have to rebuild everything from scratch? Taking shit from one package to another also is a time waster. You could get full substance functionality with a couple of pluggins that cost a penny in comparison. I bet you haven't tried it. Sitting comfortably from your comfort zone. Cause substance is easy. Substance shit looks like substance generic shit, if you want true seamless materials you could try 3dcoat, those materials are neat. Besides you faggots probably haven't extracted info from single rgb channels, cause my substance creates a map for each shit. And that's cool but talking about roughness, metalness, etc your can separate things from the main albedo rgbs. You could work on Layered passes yet is on a mode base system. Unless you have used substance designer or Houdini (doubt) you might be familiar with it, but the majority of 3d substance painters are just posers that drag an click material presets and feel the creme of the creme cause my photoshit like layers.
>>
>>794552
No pls... not the polycount papa.
>>
>>794553
99% of the time SD is unneeded. You really just need to learn to use the built in noises in SP.
>>
>>794555
bruh, blender procedural materials have the same noises, just google nodevember.
>>
>>794559
the blender texture "workflow" is straight up terrible
>>
>>794563
>terrible
Is the same as substance painter faggit
>>
>>794565
not even close
>>
>>794563
Watch some tutorials, also give it a thought the reason why they want to keep you guys as specialists is cause they need you to stay locked on a single position like a brain dead worker who does only one thing
>>
>>794566
I agree, but once you accept the cult you'll realize you could do the job of 10 artists
>>
>>794553
Lol I don’t know if you’re referring to that anon or to me, but it’s costly to make any change in an existing pipeline that’s oriented to bridge different packages together so introducing blender would be costly. As for your substance rant from what I understand blender already has the same functionality, if you don’t like the workflow that’s fine fren
>>
>>794573
>different
Exactly my point, why would you invest in maintaining 10 different packages when one does the same, from a business point of view, even with the excuse, "cause it would cost more to train people on it" the program speaks industry standard shortcuts and functions. Although I would recommend getting invested on using defaults since they work contextually. Wanna scale the keyframes on a specific axis bam same shortcut as scaling objects. Funny enough I worked at a big studio, I was laughing my ass off when they sat the Maya IT guy next to this blendie recreating blender functions one by one. A painstaking process. "hey dude check my array" hey but can you array an array. Hahahaha it didn't so two more weeks in development for one function.
>>
>>794579
>Exactly my point, why would you invest in maintaining 10 different packages when one does the same
Because that one package can't top what the others do best.
>>
>>794581
>unironically defending bloatware
>>
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>>794581
>>
>>794581
could you elaborate a bit more, give me a good example and I'll believe you.
>>
Not a 3D sculptor, but I too have gotten shit upon because of my choice of CAD tools. And while I use it to create intricate hardwood engravings and constructs that people tell me are works of art, the big brains with the cool software never get much beyond a plywood box.

Use the tools you like and create something that puts the snobs to shame.
>>
>>794586
This, for example. Show me something comparable in that oh-so-good can-do-it-all software.

https://www.youtube.com/watch?v=20Z4eMz7tT8
>>
>>794568
>you'll realize you could do the job of 10 artists
Strange how there are no Blender artists proving this true, though.
>>
fair, yet I would combo embergen with blender to replicate it. (239 dlls top) And well using a decent enough videocard. Although I do have respect for Houdini as I use it myself for the times blender runs short, but you could make the same case as using maya, 3ds max, zbrush,sp or sd and to replicate such complexity. Although blender is switching to procedural nodes so it will eventually get there.
Geez talking software with randoms is almost the same as discussing religion or politics nowdays.
>>
>>794598
I wonder with the heated arguments if this should have belong on pol lol
>>
>>794593
Ian Hubert
>>
>>794593
Albin Merle
>>
>>794593
Jama Jurabaev (Jurassic world concetual artist)
the fella does more than just zbrush sculpt and photobash, as he went into blender to rig and pose his creatures.
>>
>>794593
Daniel Bystedt
>>
>>794593
captain disillusion
>>
>>794593
Simon Thommes
>>
>>794593
Daniel M. Lara
>>
>>794593
Andy Goralcyzk
>>
>>794593
Nita Ravalji
>>
>>794593
Zacharias Reinhardt
>>
>>794593
Gleb Alexandrov
>>
>>794593
Andrew Price (the donut fella)
>>
>>794593
Tom Wright
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>>794588
What do you use fren? I learned first using rhino and solid, and found I enjoyed learning Houdini a lot once I got started into it
>>
>>794573
>it's costly to change to software that costs nothing

Niggers like you don't even deserve blender.
>>
>>794493
>You don't even have a paint layer system stupid blendie.
they have, but it is shit
https://www.youtube.com/watch?v=Xc96LJSO8SU
>>
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>>794634
Stopping the production for half a year costs nothing.
Retraining all the artist for blender costs nothing.
Throwing away gigabytes of code and 15 years worth of work in order to rebuild the entire pipeline costs nothing.
Hiring new people to build the pipeline neither cost money nor massive amounts of time.
Having no guarantee that your new Blender pipeline will be able to reach the same level as your previous is also free of charge.
>>
>>794679
>Having no guarantee that your new Blender pipeline will be able to reach the same level as your previous is also free of charge.
Well, this is actually true.
>>
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>>794679
>pipelines never change

Ask me how I know you are a hobbyist scrub.
>>
You could also do everything in maya, but who has the skills ? I'm willing to bet my left nut that nobody has the ability to deliver a serious image with only maya or blender on this board
>>
>>794687
nobody would be able to do this because you wouldnt be able to use substance painter which is the most important part of the actual look of the work
>>
>>794469
This is so true and fun watching 3ds, maya, and cinema4d fags seethe
>>
>>794614
donut boi sucks. Grant abbott has a better beginner series with a block monster for ABSOLUTE Noobs to 3D modeling.

Curves are more of a "have some experience and want to learn a new thing today" kinda tutorial.

TL;DR fuck Donut boi's tutorials and his PBR site is dogshit.
>>
>>794679
keeping 15 years of bloatware doesn't make it better Anon, have you heard 'we've always done it this way. ' keep things your way, is good for new studios emerge by your communal mistakes, and let some old corrupted studios to fall by their own convictions.
>>
>>794691
I have the premonition, that you my dude are a proud surfacing artist.
>>
Fren, is not worth to bet one of your testicles for a lost bet.
>>
>>794694
They see their ego projection on the left of the image, and their artistic narcissism doesn't allow them to see beyond their own convictions.
>>
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Blender -> marmoset -> Substance Painter (with some custom designer stuff) chad here AMA.
>>
>>794634
>>794679
I’m in support of blender, but to ignore the problem established studios face when changing software and not acknowledging it costs an orbital amount of money to maintain will only get you crucified by the execs. That being said, if your pipeline is growing cobwebs, the fixes are bandaid over bandaid and is making your artists consider killing themselves then it’s a good time to step back and reevaluate.
>>
>>794665
wow, I'm convinced by the bad ass example you posted on this thread.
https://www.youtube.com/watch?v=JhLVzcCl1ug
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>>794717
sure because execs want to keep bandaids that go across not only one software nor one department. They want to keep more variables across them, cause that's "costly efficient"
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>>794716
Zbrusher here
If I wanted to have better renders of my sculptures (because lets be honest, Zbrush has a very poor rendering engine) what should I do to have those rendering effects in Blender?
Most of my sculptures are around 10M polygons when finishes. What workflow should I follow?
>>
>>794471
Accurate comparison
>>
>>794728
>around 10M
>Blender
Abandon all hope.
>>
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>>794728
below 50mil should work fine, it will slug for a sec, while it loads into memory. Also Anon is a chill.
>>
>>794731
chill
>>
>>794731
Chill chilly chill
>>
>>794730
right? who in his right mind would use Ms paint to concept and who would use Assdesk for 3d.
>>
>>794699
my dude, you are the definition of nitpicking.
>>
Yesterday, it was Maya.
Today, it is ZBrush.
Tomorrow, it will be Houdini.

Blender is inevitable.
>>
>>794777
>Today, it is ZBrush.
Well, not really, but I hope it's tomorrow.
>>
>>794473
most companies don't care what you use as long as you can do what they are looking for;
especially smaller studios

and more often then not if you can make good models or paint, unwrap etc; and they have a specific program that want you to use they will provide the program for you
>>
>>794728
unironically just follow this video

https://youtu.be/2-pFspCbykk

Set up some lights and make sure you're using cycles and bob's your uncle.
>>
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>>794777
>>794781
>ZBrush.
https://www.youtube.com/watch?v=wT9a7JDfyJU
>>
>>794479
if you can produce high quality work in maya or max you can switch to blender in a short while.
>>
>>794930
this is based, but sculpting performance is still inferior to zbrush, and that's what should be targeted first
>>
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>>794944
>this is based.
How the fuck is that based? Pablo said a year ago that he alredy had a patch to support vector displacement textures in sculpt mode but he didn't commit that shit because Blender can't bake vector displacement maps, and that guy, HALF FUCKING YEAR AGO, posted a video showing that blender can bake them without shit, just using nodes.
>>
>>794944
BASED ON WHAT?
>>
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>>794944
so you can go and tweet him and, all the #b3d retards, that the Blender Fundation doesn't know how to use Blender.
>>
>>794936
>if you can produce high quality work in maya or max why would you switch to blender?
FTFY
>>
>>794944
Imo blender should push the envelope on stuff thats unique to them, like grease pencil.

Zbrush is way ahead because they have always been a genuinely revolutionary development team constantly coming out with new, interesting, and unorthodox features. I dont really mind seeing blender btfo most of the big 3d giants like Autodesk because they've become way too comfortable and stagnant. But Zbrush is still far and away not only the best sculpting software but the best for combining organic with hard surface, and thats because they think outside the box and are always pushing the envelope. You can tell they sincerely care about the art because they're always hosting stuff like zbrush masters, conferences, etc to showcase artists using their software.

Blender will literally never catch up to Zbrush in that respect anyway(barring some unforeseen revolutionary development) because Blender is something that is trying to develop everything, while Zbrush is focused on sculpting.

I think it would be really cool to see Blender keep pushing the envelope with grease pencil, that is a really interesting feature with incredible potential. Blenders uniquely positioned to be really creative with unorthodox new features because they're not beholden to "shareholders" like these companies are, so instead of just trying to emulate what these big corps are doing they should work on developing stuff like grease pencil.
>>
>>794999
blender doesn't need to beat the other packages, it only needs to be good enough to make quality work for 99% of situations.
>>
>>795002
This desu. Not having to switch programs for each step of the workflow is a huge advantage.
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>>794589
Kek, as a dude who knows a lot about CFD, that smoke it's fucking really fucking bad. The best representation for that behaviour is obtained using LES. So, I can say that "impresive" work is mediocre, mediocre fog and smoke simulation, mediocre shading, mediocre scattering.

You can do mediocre smoke and fire in blender too :^)
>>
>>795010
The point of that sim is to demonstrate scale and efficiency, not shading quality.

>The best representation for that behaviour is obtained using LES.
Sounds like a scientific method. Is it available in any CGI software?
>>
>>794593
me
>>
>>795008
That is why Pablo Dobarro started as a developer for blender in the first place. He was tired of jumping back and forth from Zbrush all the time.
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>>795010
>You can do mediocre smoke and fire in blender too.
If you think that thiis example mediocre than no, Blender is not able to reach that "mediocre level".
No matter what you think of the quality, that's about 10 levels above what you can archive with Blender.
Also this is a sparse solver that has no boundaries - it's slimmed down and only supports some channels, but its faster than the other pyro solver that allows for more detail.
>>
>>795742
Not that guy, it is not bad but the wind fucks the simulation and all looks off scale the smoke looks the same close to the fire and pased the hill, anyhow the main problem in blender is that the interface is shit and the program is slow as fuck, they added mantaflow a year ago or so
https://www.youtube.com/watch?v=0nR_7B7WKtA





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