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>hay guys, looks at this funny image that I found in which a guy typed an opinion that some people here might share and other's might not

That post is over 10 years old, zBrush wasn't "the times" back then and yet his point still holds up. A character model can look just as amazing coming from zBrush as it could have been if it were made by hand, but objectively that hand-made version took a lot more knowledge of 3D principles and practices to make than did the zBrush one, so to be more amazed at something awesome with good topology because it was made by hand is understandable unless you're an idiot. You're not an idiot, are you OP?
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>>616860
>ITT post butthurt 3d 'artist'
Alright, let me take a crack at this....
>OP
That was pretty easy.
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>>616871

Cool observation, Eistein

In another 10 years we're going to see something similar to this like env artist made obsolete by realtime raytracing + AI + procedural AI
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>>616860
But he's right. The "wow" effect is gone. Every gimp can shit out half-decent char models now with some training. Fuck it, I want my damn neural-control interface so I can think models into existence.
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>>616871
When was the last time you or anybody use that great knowledge to make high poly model per vert in production again?

Analog photography base cell animation were pretty matured and also demands a lot more knowledge than today's one click system. Why arent anyone using it anymore mm?
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>>616860
10 years later this is still true, but now this just makes the outstanding models stand out even more.
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>>616887

How is this bad? Box modeling organic stuff was always a pain in the ass. People are just mad because they are too dumb or lazy to learn zbrush.
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>>616918
Git Gud.
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>>616860


This is the sign of progress.

Ultimately this is a good thing. The technology is getting good enough that the average artist is now able to pump something out without having to overcome a steep learning curve.

Now artists can focus more on the traditional fundamentals of modelling rather than be burdened by a clutter of digital tools.

It seemed like in the 80s it was easy enough to get a job in CG, as long as you knew how to use a computer, because the software, which was built by computer engineers and not artists, was so complicated, artistic talent became secondary, and so people could get away with just knowing the tech, regardless of their actual skill as an artist.

This is the same thing. Yes there will be 3D people who will be culled out, but only because it was their weakness in not prioritising the development of their artistic skills and instead focusing on the new tools and software.
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>>616860
2007... I've seen many people like him, turn in staunch Zbrush fans.. they just need to git gud )
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It just proves that all your zeal about good topology, poly flow and how skilled you have to be to achieve it has always been bullshit.
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>>616871
>objectively that hand-made version took a lot more knowledge of 3D principles and practices to make than did the zBrush one
But here's the question - for what purpose? One of the cornerstones of 3D art is to utilize the best of your abilities to achieve a desired effect, regardless of the shortcuts needed to reach it. What point is there in being proud of taking the most difficult route to achieve something if no one will be able to appreciate it, aside from a handful of like-minded peers?
Are you the kind of person who would go to great pains to meticulously model out an asset for a scene where it will only be seen for afar or flash by on screen for a few seconds? It would be for nothing more than self-gratification, like solving math problems without the aid of a calculator, or building something using only hand tools. It's cool, but ultimately pointless and is a waste of everyone's time.
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>>616887
All this means is people have to put more effort into creating stuff that stands out. This is a good thing. It increases the quality standard.
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>>616949
of course this is a good thing. the only ones who dislike this are people who don't want to grow as artists. people don't get that in art world there is no end goal. just the way to git gudder and gudder
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>>616954
But 3D isn't art, it's design. Nobody collects and trades 3D models like classic art for example. 3D assets are disposable kitsch for quick consumption.
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>>616860
I don't know why he is disgruntled, sculpting opened the doorway into your 3d world to us tradfags
If only I'm a bit sad wish I could show the sculpting apps to my deceased uncle who was actually pretty good sculptor taught me the stuff, I bet he would be excited about it and would be carve out really cool stuff pretty fast
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>>616958
>But 3D isn't art, it's design.
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>>616962
You mad, brainlet? Butthurt that you devoted your existence to disposable fast food garbage? A machine will do your job in 10 years, shitting out those assets for games and movies.
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>>616963
You sound like that upsets you quite a bit.
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>>616964
No, because I went from all digital garbage back to painting and sculpting with my hands, with real materials. My stone and metal sculptures will survive your digital work by centuries.
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>>616967
I think you're a little confused there. As long as there are computer networks, which are always going to exist in some capacity from now on, digital creations will live on. The physical bonds of your works will weaken with time and eventually crumble, however.

So that's a bit of a stupid point to make. On another point, nobody even cares about your art now. Why would they care a century from now? Are you really this unwarrantedly self important? I'd be really embarrassed if I wrote something like that.
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>>616967
the sad part is that you will continue to make kitsch for quick consumption even with physical medium because you posed yourself as kitsch maker, not an artist in the first place.
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>>616970
Butthurt much
>>616969
delusional, like the rest of /3/
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>>616972
Picture related; it's you.
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>>616973
salty soyboy, go sculpt another cock
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>>616974
What's this guy's end game? Can we get a psychologist to break this down?
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>>616975
it's really normal, 3d medium is still very very young.
folks said the same thing about photography, and if we take it a weee bit before, that dispute about prussian blue hacks who used the cheaper stuff instead of ultramarine and so on and so on
I wouldn't be surprised if there was that dude Oog who bitched about mixing animals with humans in stone age.
keep doing art with whatever new cool tools you can get your hands on and don't pay attention to these people.
nobody will remember them anyway.
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>>616977
I figured as much. I'm very traditionally minded and generally don't believe in revolution for its own sake, but there's no sense in not adapting to a better method when the old one becomes obsolete. I guess when you spend a decade or more trying to git gud at something, and something new comes out and blows the old method out of the water you feel like you wasted your time a little.
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>>616935

I can do both sculpting and box modeling, try harder.
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Sculpting a character does feel like cheating and I always feel ashamed for doing it, it's like using some drag'n'drop node blocks to make a game and then calling yourself a programmer.
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>>616918
Are you implying that ZBrush is harder than box modeling? If you are, then I have bad news for you, son.
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>>616958
And design is form of art.. how do you think Design is created?
Most things that come out of creative process is called art. nobody is saying that conceptart and game characters will affect modern art world, or will have it's place in it, but some part of 3d is already there.
What do you call "Art" anyway?
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>>616884
Slapping a bunch of terms together doesn't make you sound smart, anon.
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>>616887
>Better tools means work hits a ceiling of quality

>Being this backwards ass
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>>617140
Neural interface modelling is the highest form of 3d art

I want my neural modelling now reeee
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I think its more that sculpting is a subtractive approach which isnt as appealing. You take a dybamesh and try to make this unruly cluster of polygons flow nicely after you finish adding details, and that shit is agonizing. Sadly that is the workflow nowadays because sculpting does give a lot of detail quick with little skill needed in understanding topology. But someone will be tasked with retopo and itll be hell.




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