What are good ways to showcase textureless models and scenes? I don't feel like texturing everything I make, and I've been putting everything into Marmoset Toolbag 3 and shoving the AO up my own ass.(Not my artwork, it's by Albert Valls Punsich)
>>598657New to /3/ here. How many work hours does it take to sculpt something like this?
>>598658His Artstation says "More than 100 hours of work" and he's a pro, so....a while I guess
>>598658All depends on how good you are and mostly on how many drugs you do
>>598657Use light / dark coloring
>>598658A long ass fucking time. Even if you're fast, 3D is still a slow thing, not for those with ADHD.Why do you think AAA games nowadays have like 100 people or more working on them? If you have just one animator on your team, you will literally end up with your hero and maybe a couple enemy types at the end of your dev cycle if you're making a melee action game. If you have just one or two modelers, you better keep the look and/or scope of the game really simple.If you intend to 1MA a project start to finish, you pretty much have to be a goblin in your parent's basement just to have the time on your hands. Because even when you think you have a good idea for what you're trying to achieve, or possibly even have reference to go along with it, you'll face hurdles along everything you have to do along the way.>>598659I reckon it would take just as long to unwrap and texture that scene. I suppose taking advantage of Painter would let you churn through a decent amount of the stuff in a jiffy, but even so, doing justice to the amount of scene detail with texture work would also take a while.
All the objects are pretty simple low-poly, but they went through some sculpting so that may take a while just to go through that pipeline. It's just that there's a shitton of them and you have to design a whole scene as well. As others have said, it just takes a looong fucking time for anything in 3D, which pisses me off incredibly because ideas keep piling up and I can't realize even 10% of them. Can't believe that when I was a complete beginner, I was "afraid" of using procedural programs like SpeedTree because "I'm probably not a real 3D artist if I can't plant a seed, grow a tree and sculpt it from scratch, also program my own 3D software in the meantime". I even use a lot of automatic unwraps whenever possible and use premade textures in SP as much as I can, and it still takes a looong ass time to finish anything.
I just assign them vertex colors and use flat/smooth shading when appropriate