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How the fuck do I get rid of my artist’s block? I feel so fucking uninspired and drained.
>>
Drugs
>>
>>814263
I have this problem with stuff like music and gamedev, I never had a specific thing I wanted to compose, while coming up with interesting game ideas is a huge challenge and I always drop everything (I do come up with some unique mechanics, but I simply can't expand the concept).

On the other hand, I always have a ton of projects on my mind with 3D, and once I start working on them, I stick to them until the end. Everything is there - an idea, a relatively clear vision of the project and the will to pursue it to the end. But with other fields it just doesn't work as well for me.

So no answer to your question, idk why it do be like that either.
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>>814263
learn how to composite
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Samo anon.
For me since I work from home and talk to no one interesting the entire day.
I can't get myself to sit quietly even more and do 3d stuff even after work, and I can't find interesting people to talk to either, so i can't get my self to do anything because of that.
Maybe it's the same for you?
>>
Lose weight, fatty.
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>>814303
Bully him one more time, I dare you, I double dare you, I triple dare you, I quadra dare you, I penta dare you, I sexta dare you, I septa dare you, I octa dare you motherfucker
>>
make a big fat guy
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What do I do to get into making games or making robots. I’m a 20 year old with no experience in programming or robotics except for one semester of college before covid
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>>814320
Lose. Weight. Fatty.
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>>814263
Break up your routine and don't do art for a period. Also unironically stop masturbating.
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I'd say it depends on the type of block you're having. Are you looking at something creative but don't know the next part? Or Have you left it for a little bit and are having trouble coming back to it?

If you're trying to get back into it, do little things you know you're good at. Just so you can set that little spark in your heart that reminds you how fun and cool it was when you created.

If possible, which worked for me, move your setup. Sometimes a change of scenery can help break up that old monotonous feeling.

Another thing you can try is just to go write down what you expect. You know why it isn't working, and sometimes writing it down helps you realize why that is, it's possible you may have your epiphany there while writing it down.
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>>814272
Just write "IDK" and make some hot 3D furry porn.
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I often find my mind is flooded with split-second ideas..but I have absolutely no motivation to invest the time and effort required to make anything tangible of them.
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https://www.artstation.com/artwork/a6l0L

>4 hours per model
>his own design

How?
>>
>>815791
ez lol
Hardops, decalmaschine etc
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>>815799
I guess so. But if it is subdiv modeling, might as well kys myself right now. But still, that seems pretty fast to me. I guess it comes with the experience, I'm not really into hard surface and mechanical design so it would take forever.
>>
>>815791
general quick tutorial on the hard-surface-style used:

https://www.youtube.com/watch?v=fK7Q-dHLrFo&list=PLxt9ZAGPLIpcuPkSTGOJ9iZssTG3o1a0p&index=15

i know, it's not nearly as polished as the assets you posted, but it will give you an idea on how fast a skilled person can output hard-surface-models
>>
>>815791
quick question what do you do with all this stuff?
does he sell all those models? or it's just for portfolio so he waits for someone to hire him so he can actually start making money?
>>
>>815807
You can see it in the description, it's a personal project. He is a concept designer and already has a job.
>>
While browsing the web i always find interesting images or images that trigger some kind of idea inside my brain and i like to save them to a ideas vault/folder. When i have troubles coming with something to do i just browse the vault and something always come.
>>
>>815807
This is actually awesome, specifically that part with 2 subdiv modifiers. Idk why more people don't mention this. It's just that the question is - can this work for game-ready models, i.e. will creating a low poly from this be a pain?
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>>815816
Fuck, reply meant for >>815802
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>>815791
>models for RTS game
>see this incomprehensible, oversdesigned mess
god why do hardfags keep insisting on adding more and more detail until it starts to look like a mess?
I mean the guy is good but, if you wonder why is he so fast, it's because he just adds random, senseless details to models until it looks like the rest of "industry standard" hardfags
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>>815819
Oh man, don't want to share one artstation portfolio because reasons, but there are some guys who add much much MUCH more details, this isn't even bad in comparison. Imagine a sci-fi corridor with literally every single square meter FILLED with greeble, from top to bottom. Quite literally there isn't even 10cm squared of empty space in the whole environment, I'm not exaggerating. It burnt my eyes when I saw it, it's quite amazing in a way. You can barely tell wtf is happening and where you are. Yeah, I don't understand it either, I dislike sci-fi hard surface in general because of that.
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>>815802
I tried this method, but I have a question - what to do as soon as you need one smooth curvature (right arrow) or if you want to create some holes (left arrow)? You can't do it with this method from what I can tell, because the first modifier adds all those supporting loops.
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>>815819
Seethe.
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>>815823
>Imagine a sci-fi corridor with literally every single square meter FILLED with greeble, from top to bottom.
Show don't tell. I want to see that sci-fi corridor.
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>>815819
Detail-wise that is nothing to be honest. The original 3D MAX and LW models used for the sprites in Dune 2000 and RA2 were also pretty busy, you just can't see it after the downscale.
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>>815833
Fuck it, call me a faggot, but I can't. I worked with the guy and he isn't well known. I mean, he is great on a technical level, but his art direction is... Questionable at best. It's not hard to imagine greeble infested wall (no pipes, pure greeble paneling from top to bottom) and then duplicate that across the entire room + the floor + the ceiling. In a matcap view it's nothing but insets and extrudes everywhere. I guess it's a flex thing.
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>>815823
Nothing wrong with that. Have you ever visited industrial facilities? Ever seen the interior of a submarine. These places are literally encrusted in detail, but it's meaningful and functional detail instead of meaningless random shapes over the surface of something.
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>>815834
it's not the detail itself, but the pointless, senseless details which make them look like a mess. Not all hardfags are like that, but many seem to fall into overdesigning just because they can add more and more lines and slopes to make it look "futuristic". I think this trend started with the first Michael Bay's transformer movie where the robots were incomprehensible mess
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>>815836
Ok, I get it faggot. You talk about bad design.
Insets and extrudes everywhere sounds super lazy, not like a flex unless its a retarded flex.
I can imagine a Sci Fi corridor with tons of details, almost overwhelming your senses. The corridors in the first Alien movie are like that. But it has to be realistic and appear functional. Otherwise its just visual noise.
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>>815829
> what to do as soon as you need one smooth curvature (right arrow) or if you want to create some holes (left arrow)?
You can't make holes in curved surfaces easily. You'll find multiple different tutorials on how to do them, but there aren't shortcuts.
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>>815994
Those holes are on a flat surface and that is not the question. The problem is that by using the first subd modifier, it immediately creates extra supporting loops that make it impossible for the second subd modifier to smoothen them out in a perfect circle.

This workflow is really similar to using a bevel modifier in place of the first subd modifier, but then you can at least control which edges are gonna be beveled. So actually I'm not sure how viable is this method of working with 2 subd modifiers.
>>
Trying to figure out proper topology is so fucking taxing. I'm so fucking frustrated.
>>
>>816572
You don't figure it out. You learn it.
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>>814263
if you're uninspired, maybe browse artStation or re-watch some of your fav movies/tv shows to find something that tickles your fancy
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>>816607
who has a link to this book lads
>>
>>816607
PLS
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>>817910
It's really not that big of a deal. Aside from the obvious (don't use tris, support loops to keep shape ect) its mostly about rerouting edge flow and keeping everything quad-only.
Pic related is the most important shape to know here (left, center) - You can use this to reroute an edge into another one so it doesnt require a full loop through your mesh. If you use this shape to reroute an edge into the one two verts to the left/right, you've created a 3-1 reduction (mid).
Using this you can create any arbitrary change in flow or density, out of which many are illustrated in the pdf
A good portion of the pdf is about "edge spinning" ("rotate edge" in blender) which is just a quick way to reach the shapes mentioned above. This is required if you want a closed loop which doesn't run parallel to itself who-knows-how-often before returning to its origin.

As mentioned in the book, practice makes perfect. Both regarding how well you can direct topology and knowing which edge loops are important for the object you're creating
>>
>>814263
1) Look at cool stuff made by other people (possibly a team of people)
2) Go "fuck man that shit is rad, I'M gonna make that!"
3) Grow, learn, say to yourself "and now I'm gonna make AN EVEN BETTER VERSION!"
4) Do it
5) go find out someone else also did and their shit is rad, repeat until famous or dead
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>>814263
Read a interesting book halfway and copy it's aesthetics.
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>>815791
Don't feel too bad. Models like these just require you to turn your brain off and throw shit together until it looks as visually noisy as possible. The speed depends on the tools used.
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>>818369
>some self-help psychobabble
>a fake graph based on nothing
did you find this in a woman's magazine?





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