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File: 038_79047781_p4_.jpg (2.28 MB, 2560x2560)
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How can I achieve this level/style?
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Looks like a pretty basic sculpt with vertex paint. It's the matcap that makes the look.

How to achieve: just learn the basics of Zbrush, learn to sculpt, then use vertex paint and click on the right matcap.
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>>863856

What resources do you recommend for learning sculpting?
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>>863854
>>863856
photoshop.

note the different colors in the highlights, especially the hair
literally just a layer set to color in photoshop and airbrushed with flat colors

now achieve this style in motion.
that's right, you can't, because 2D cheating in animation is very limited.

This is why most of these coomer fucks are unemployed and unemployable. If I wanted a static picture, I'd hire an illustrator who can churn out 100 in the time it takes you to make 1, if I wanted an animation, you're literally incapable of delivering the style you're promoting yourself with.
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>>863863
>that entire coomer fuck rant
and that's barely the tip of the iceberg of the problem with being a coomer artist in all the fields. You relegate yourself to this narrow burnt-brain-receptor mindset that limits your hireability to normal people. That's just my non-coomer opinion though sure seems that way.
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>>863864
Oh, but the rant applies to literally everyone who limits themselves to illustration-type of 3D character renders, not just the coomer stuff.
It's fun to make fun of the coomers because they all delude themselves into thinking they're different just because lonely nerds on the internet give them attention.
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>>863866
Can you go into more detail on your rant in general and I guess what exactly the "hierarchy" of demand for certain works is?
What is the difference between someone who models to do one or two illustration renders, and someone who models with the intent to animate on top of the illustrations? with the coomer industry it seems like many are investing themselves into animation and so many are "skilled" but does that make them really hireable? Im interested in hearing your perspective you sound more like you know what you're talking about.
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>another one of these threads
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>>863870
The worse part is all the crabs that do reply in these threads instead of letting the thread rot.
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>>863868
>What is the difference between someone who models to do one or two illustration renders, and someone who models with the intent to animate on top of the illustrations
Getting the asset to a point where you can render an illustration out of it takes far less time and effort than if you plan to animate it. Less corners you can cut.

>so many are "skilled" but does that make them really hireable
no they aren't because they're not "skilled".

The coomer cope is that corps are run by prudish boomers that don't want to hire them, but the reality is that they just suck, both as "artists" and people.
If you took the coom out of coom "art" 99% of it would just be dark renders of poorly made head hacks and 12-frame hip thrust loops of candywrapped geometry. Consider also that the person who made it genuinely thought it was good enough to post it for the world to see and expected praise. It literally only flies because it's coom, nothing else.
So basically you have a person who narcissistically seeks attention and lacks self-awareness about the quality of their work, and you expect people would want to work with them? Fuck no.

>>863870
>>863873
stay mad coomers, ngmi
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>>863878
*Snibbity*
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>>863878
>Getting the asset to a point where you can render an illustration out of it takes far less time and effort than if you plan to animate it. Less corners you can cut.
I was genuinely thinking about this for the past 2.5 years of working in blender, that if i'm going to take the time that i'm taking to do the best possible work, it makes perfect sense to do an animation quality level model where the topology has to be right and by extension everything else will sort of work out because i'm in the headspace of doing the best possible job in the most ideal timeframe, no corner cutting because a tutorial did it or a few people do it another way. I just figured it was my autism and not an actual genuine "industry strategy" so to speak. That's interesting.

>person who narcissistically seeks attention and lacks self-awareness about the quality of their work
i saw that too much in the circles i used to run in during my coomer days, lack of self awareness was kind of required to be a porn artist in general and as you go months, years into that lifestyle, it destroys you as a person.
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>>863878
I'm not striving for artistic merit. I'm just in for the money.
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Why the fuck are you guys talking about animation
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>>863880
Just don't get too autistically involved in it, especially topology. As long as there's loops in the right places (i.e. eyes, mouth, symmetry loop) and its density is reasonably uniform across the model, it's serviceable.
As always, the truth lies somewhere in between, diminishing returns are a thing.

>>863881
Yeah, I can tell.
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>>863854
You can't because you're whining on the internet.
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>>863854
Learning anatomy, drawing too and the program you are going to use
My last tip is research on you free time about sculping and see how other people do things
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>>863854
use blender
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>>863964
I'd rather not
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>>863880
>no corner cutting
If you think the industry doesn't cut corners literally everywhere it is possible you are delusional.
NGMI, you don't understand that it is more important to get a product on the market as quickly as possible than to sperg out over details.
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>>863976
i worded that statement terribly in the middle of focusing on something else, corner cutting in the context of basically what the guy i was talking to said. "lazy headhacks and terrible animation" that sort of thing. Balance in everything is more important as he pointed out.
also wow this thread went to shit pretty fast.
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>>863964
But I'm not homosexual.
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>>863884
This. I thought this was a render for something that would end up as a figure
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>>863854
Learn to draw.



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