with all the complaints on software here, i think 3d software came a long way. modeling,animating,rigging and even uv mapping is a blast.the only thing i dislike is retopology, and its maybe because i don't use any plugins
Retopology is also easier and easier with zremeshwr and the remesh thing mudbox has not being completly shit like they were years ago.
3D is easier than ever.Standards are higher than ever as well.You have to be pretty damn good to succeed.
>>580971Yeah because now that anyone can do it there's only one differentiating factor left. Except FX, I'll be safe with Houdini for a while
>>580950Retopo is also easy as shit, every sculpt package worth mentioning can do it automatically, and if you still want to do it manually, the freeform tools in Max let you do it in your sleep.Rendering a good-looking image also got easier, with each major release the number of buttons and sliders get cut and the image looks better and renders faster.On the bright side, it means you spend less time fighting with software and dealing with technical issues and actually produce more/better content.
Why did OP post how he lost his virginity
>>580962Zremesher is garbage for anything that requires proper edge loops, though.
>>582246>proper edge loopsmy sides hurt
>>580972can you explain the fx part?
>>580950>even uv mapping is a blastTry maya, garenteed to blast your uv mind
>>582265It's in quite high demand and is one of the harder things to outsource because of how technical it is. There are very few fantastic FX artists in the world and they almost all know each other that's how few there are.Also there are more qualifying things for being good at it compared to moving verts in 3d modeling - math, scripting/programming, art directing and timing, understanding the pipeline, etcetera is more of a big deal with FX.
>>582316maya 2018 uv is actually the industry leaderhttps://www.youtube.com/watch?v=4gT3XAbOiV0https://www.youtube.com/watch?v=cy1vqLw-agk
>>582332ugh, really hoping you don't actually work in the industry.>look everyone, we made UV fun and dandySuccess in UV editing is something you measure by having LESS interface to work with to get good results. FFS man.If i can't get pic related level of UV in one push of a button than it's definitely not industry leader in UV editing.
>>582378thats pretty shitauto UV's break an island to thousands of faces. you don't need an outstanding UV software, just unwrap one shell at a time
>>582381Actually this is all manually cut, there's a lot of different models.The unwrapping and packaging are done with one click, the way god intended it to be. open it in a different tab.
>>582332Looks like it's just a fancy clunkier version of modo.
>>582378>>582383if that is manually cut then you are mentally retarded.you couldn't even use it for a light map it's beyond fucked.
>>582381>auto UV's break an island to thousands of facesWho gives a flying fuck, as long as the mesh deforms correctly during animation then i don't give a damn if it unwrapped for example a face into a billion of pieces
>>582386what kind of asset is that? cant be for a game?
>>582390if i had to guess i would say a vehicle of some sort based on the 8 circular islands in the middle. could be anything tho it's a complete mess with no real discernible shapes.
>>580950uv is still shit and fuck zbrush and it's clunky shit ui
I'm just turned 33. Is it too late for me to start with 3D ?I don't want to work in the industry at all. Just as a hobby to implement in my 2D art works.If it's possible at all for me, how long you reckon it'll take until I can technically create something like pic related?
>>582412probably years.Depending on how good your artistic abilities are. If you are good with drawing it might go faster, but still takes some time. Its normal, you have to go through "the valley of suck" first.Definitely do it if you want to do it, its worth it, especially if you are already a creator.Go straight to Z-brush and start sculpting...you'll love it.
>>582412lol @ anatomy
>>582415looks fine to me all things considered
>>582412can you draw something that looks like pic related in a 2D medium? If the answer is yes then it might take you a few years to learn all the technical stuff and then you'll be able to make a sculpt like that. If not, you'll probably never hit that level if being realisitc.
>>582417all things considered it looks like someone who has no clue about anatomy made this
>>582412>>582414>>582425Hi, professional 3D artist here. I can say with 100% confidence that you will take exactly 5.7 years to create such a work. How do I know? Because I'm God! No proof necessary, just believe me. It's called faith.Seriously dude, who cares what these schmucks say? Just start doing it. Enjoy the learning process. Who cares how long it takes? Worrying about such things will ruin you before even getting started.
>>582412>If it's possible at all for me, how long you reckon it'll take until I can technically create something like pic related?probably never. and im not even trying to discredit you or anything, i would say the same thing about myself.most people don't have to composure to sculpt a character for months, regardless of skill
>>582425>can you draw something that looks like pic related in a 2D medium?At the risk of sounding cocky, I believe so, yes. I've been doing 2D since I was a kid and doing it in digital form for over 15 years. I was just never interested in 3D until I realized I could probably implement some models into my art.As someone who has never opened a 3D program, the interfaces and technical terms seem really overwhelming to me. But then again, that's what I thought of 2D programs 15 years ago.Guess I'll give it a try sometime and invest time regularly to expand and see where it leads me. I know this is in the sticky already, but what program would you recommend for a beginner who is not interested in animating stuff, just modeling and texturing?
>>582487>but what program would you recommend for a beginner who is not interested in animating stuff, just modeling and texturing?any general purpose 3d software
>>582487If you're from 2d and you do a lot of character stuff then Zbrush, but learn Maya or something too for the fundamentals
What kind of graphics card will do for substance painter and maya? I heard vram is important for substance painter?
>>582498Is there any reason to choose 3dmax over maya ignoring cost? Most studios seem to be using maya but just curious. Zbrush has been on my radar recently so will probably go for it deep. mudbox as well. What are software for environments? Most studios seem to like photo-realistic work, are there particular programs for that? Texture work seems like a whole other field but for concept work I imagine a cursory knowlege will do. Would that be substance painter and 3d coat? If there is a map matching jobs/skills with software floating around that would be nice.
>>582566you only 1 to do either environments or characters.doing both will hamper you. only use maya for understanding topology,edge flow and stuff like that
>>582566Environment modeling is done in Maya almost always, save for sculpting pieces and photo scanning. 3DS Max is pretty much only used for Archviz consistently these days, though Chinese game devs love it for some reason.For photorealistic work it all comes down to the quality of the textures/materials and lighting. Renderer plays a part in this but you can get photorealistic results from any renderer. As for texturing software, Substance/3d Coat/Quixel/Mari all do similar things.
The thing is, it all became so easy with tutorials left and right that people get lured into 3D artwork production who'd normally never get into that. They lack things like patience, will, ideas, talent, mental capacity or all of that combined.it also helps to be a bit of an autismo.People who don't have these qualities are usually the ones who usually can't stop whining about how horribly complicated creating 3D shit is and want to be spoonfed 24/7. the others just read, do research and learn to get forwards.