Lost it at 4:55https://www.youtube.com/watch?v=yH6_ttFXsdE
>>615172dont mind me
>>615172Why whould I use blender when there is better software?
>>615202If you're asking that question, you probably shouldn't use it. Use whatever you like, senpai.>Inb4
>>615172that reality capture stuff looks radbut I wonder what type of camera you need for acceptable results
What are your thoughts on Unity 2018? Will somebody try it out or even consider moving from UE4? It's interesting how Dinusty moved to Unity, and his stuff actually looks very nice in it. I'm just pissed that I can't figure out how to shade my foliage like in UE4 and what shader tools I should use. My grass looks fucking horrible in it.Please don't just meme and say it sucks compared to UE4. That's obvious, but 2018 looks like it has the potential. I think it's also the fact that not many people know how to use it properly. I'm really looking forward to visual improvements in it.
>>615310I don't make games, i just use real-time engines as fast renderer. Until now i was using UE4 because of the visual quality, but since Unity stepped up their game i will probably use it too (in addition).
>>615306Honestly the camera doesn't matter much as long as it shoots sharp pictures at low ISO to avoid noise.
>>615306Preferably a semi-professional one that doesn't generate a lot of compression. So like, no cellphones. Use a Nikon, a Cannon.
>>615342Apparently there are programs to shoot RAW in some phone models. Don't know if that's real RAW, but anyway.I would add that optics are pretty important, you don't want cheap objectives distorting your image too much. Though a bit of (geometric) distortion at the edges doesn't seem much of an issue, from my experience.
>>615342Many new phones can capture raw and other lossless formats. We're at a turning point where you don't really need a "real" camera to do photogrammetry.
>>615172Dear god, will I ever achieve this level of skill in my lifetime?
>>615335>>615342something tells me that camera mounted on drone would be idealI have some _really_ interesting locations in my city, they would be lovely in 3dcg
https://www.youtube.com/watch?v=nOpx2xuMSFY&t=22sOnly things UE4 already had. But I don't really care, getting on UE4's level of visuals would be good enough for me for now (if they manage to do that). Especially since I do gamedev as well, and I do it in Unity, but I can't stand seeing my beautiful UE4 renders I can't replicate in Unity.But that render at 18:00 looks nice, although it's kinda funny how they are forcing their movies all the time. I don't know why Epic doesn't invest more time in that area. Realtime rendering for cinematics would be amazing and I want to see more shorts of theirs with that realtime raytracing. I mean, that Star Wars short already made every movie made in Unity look laughable.
>>615431A real camera gives you time in exchange for its increased cost. With more resolution, a better sensor (for increased bit-depth, increased sensitivity), the ability to command off-camera flashes, etc., you can get more done in less time.
>>615310Who is dinasty? show us some cool unity stuff i bet it doesnt look as good as Cryengine, lumberyard or even Unreal
>>615547Fuck you and your reading comprehension.
>>615550bitc tell me dont be nazi
>>615552It seems like you didn't even read my post. I never even said that Unity looked better and yet you're doing the exact thing I told you not to. I have nothing to show that proves it looks better than other engines, but I hope it will be a lot more capable when 2018 version relases this month or whenever.And just search "Dinusty" on YT, he's one environment artist who streams a lot of his work and critiques other people's portfolios. Also has his Discord community.
>>615172Is there anything that Zbrush/sculpting programs can't do as well as traditional modelling software? While I'm learning to do some complex modelling in Maya, looking at what zBrush can do I am starting to feel all of the techniques that I'm learning are going to be for nothing at some point in the future.
>>615647Sculpting programs are often limited to just sculpting and the tools relevant to such a workflow. If that's all you want to do, then of course there are people who work almost entirely within just ZBrush or similar, but you won't really have many standard modeling tools, any kind of rigging or animation tools, any kind of particle or effects systems, limited UV and texturing options, and so on. Usually both types of programs are used to supplement one another, so there's little reason to not learn both Maya and ZBrush.
At what point should you consider splitting a animation into diffrent files instead of a single long one?
>>615172Where can I get that character. Asking for a friend.
What's the best 3D modeling/rendering freelance site out there?
>>615836Hey, I'm that friend, and I really, really, really need that character. Especially if it's rigged.It's for academic purposes. Just wanted to clarify that.