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Hey /3/ i have a question that i feel is too broad for /sqt/ because i want to see what everyone thinks, and not everyone is in that thread.

Do you use volume packs for models? stuff like grass, vases, cooking utensils, and so forth? or do you model everything from scratch? does it matter which approach is used for either a professional or amateur setting such as making a portfolio or working on a task for your boss/client? what type of line do you draw for sourcing models? if you make a figure and they're in a scene like a bedroom, do you feel it is acceptable to implement minor things such as a vase or lighting fixture, but not too far like a full bed frame or something the character holds, such as a lighter or guitar?
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>>607038
sometimes i model everything

sometimes i hire someone to model stuff

it doesnt matter

none of this matters
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>>607039
>none of this matters
How can you say that? I understand the need of doing that sometimes, but even if I had to use some premade stuff to save my time, I definitely wouldn't feel indifferent about it. You put somebody else's work in your scene. Like if a painter used a premade sticker of a house in a corner of his landscape painting, or something like that. Feels wrong.

But I totally get it, I know that sometimes you have to do it, because 3D just takes an incredible amount of time. Even that shitty vase nobody would see would probably take at least an hour to finish. I'm not a fan of it but I was thinking about the same thing these days. I came to the conclusion that in the end - why shouldn't I just download some simple models from Turbosquid, and treat them just as a good base, like character artists use the base meshes? For things like doors, windows, basic chairs, lamps etc., I could just download something, tweak it a bit to fit with my art style, but I will definitely texture it on my own. So I'm at least saving some time on modeling. Still not planning to just drag and drop a fully premade object into my scene, though.

Idk, it's similar to a mentality of game devs who feel wrong about using an engine, then feel wrong about using a premade language, then feel wrong about using a premade PC, then feel wrong about using Nvidia's GPU instead of creating their own from scratch etc. But ultimately, you just waste your time in the end, because nobody will care except you.
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>>607039
>none of this matters
The existential 3D artist
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>>607038
>Polygon.
>3d artists make fourthligons.

That is such bullshit. Why can't you use polygons like all video games?
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>>607093
Wut.
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>>607119
Polygons are triangle you ignoramus. 3d ``artists'' sometimes uses fourthligons because it's more hype. Guess what, if that was the case, why nobody in the industry use quintligons or even sixligons?

My god, the stupidity.
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>>607136
I only use kekligons.
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>>607136
They're called quadrilaterals you inbred retard. Triangles aren't used as often in animated films because the subdivision algorithm doesn't work well with them. It can also be difficult to get the mesh to deform well with them, so they are avoided when possible on organic meshes. Same deal with n-gons, but you're also allowing the computer more control over how a polygon will be rendered, which isn't always going to be the way you want.
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>>607300
Use your brain you fucking dumbass. Two triangons literally make a quadrilaterals. There are literally no reasons to use quadrilaterals but for "muh cuck ``artist'' algorithms". There's a reason video game made by true artists use triangons and not whatever you use to distinguish yourself from the masses.
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>>607637
NGMI.
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>>607637
you think that meshes are triangulated in engines because it is made that way? ))
render engines triangulate meshes(that's why ripped models are all tris). that's why you need to create quad meshes, so that render engine could divide them correctly, if you give it triangles it can not divide it.




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