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Streams:

https://www.youtube.com/user/E3

https://www.youtube.com/channel/UCbu2SsF-Or3Rsn3NxqODImw

lets talk about how 3d industry is developing, where and why we are there.

please keep it professional guys..

Rage 2 has borders. the whole shit is just fast loading maps. (modular infinity space solution. the story and atmosphere is awesome. models kinda strange and way of reality.. )

Anthem is cave mode shit so far i can say.. (graphics are really cool. kuddos to the designer team)
>>
I wonder how many Blendies are behind the deadlines missed towards E3.
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>>627443
>OP literally said to keep this professional
>does the same shit again
no wonder this board is dead.
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>>627446
This. Fucking 4chan, I don't even know why I'm still coming here.
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>>627437

>2018
>still playing video games
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>>627437
I'm super excited to see more Doom. I was really impressed by the 2016 release and am hoping that they're still trying to be innovative with the designs.
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What did you guys think of the HL3 teaser? I was a bit disappointed.
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>>627448
Im just here for the extremely helpfull link or trick that pops up every ten millenia on this board.
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>>627451

i love the engine they are using. but hell they are slow with the game development.. i wish someone would find a team, which is actually interested to develop the game further and not just milk the gamers..
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>>627437
Haven't had time to read thread (or anything, really) but after a very quick scan of the Cyberpunk trailer - I was kinda struck by how basic the character models appeared. Comparatively simple /non-expressive facial features jumped right out at me - which was kinda disappointing, but I'm not a character artist at all so maybe I'm not the best judge - anyone else notice this?
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>>627450
Holy fuck there's another Doom title confirmed? Shit I need to actually spend a minute catching up on this stuff I am so out of the loop.

Doom 2016 was one of the best action games of the last decade.
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>>627458
Doom Eternal, motherfucker.
>>
surprisingly enough, the two things that really caught my attention so far are Ori and this little gem from Xbox's presentation from yesterday
https://www.youtube.com/watch?v=k6oXwcH7X4w

lowpoly done right!

im off to watch the PS4 presentation now
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Looks like we're moving towards scans of real people instead of 3D models based off character designs.
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>>627457
Its because they are all fucking cyborgs man.
Seriously, i thought they where ok, maybe a little stiff in regards to facial animations, but that might be because its still early development.
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>>627464
Doom Eternal teaser looks fucking gorgeous.
As an oldfag who played the first Doom games when they came out, I actually feel kinda sorry for the kids who grew up in a world they'd never experience just how fucking mind-blowing that experience was to a fucked up little Slayer fan in 1993. I can't imagine how anything that comes out now could be anywhere near as revolutionary an experience as that.
I will always fucking love Doom.

Between that and Cyberpunk I'm fucking made up like it's 1994 again right now. Anyone wanna go play Quasar?
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I hate seeing new games coming out because it makes me think of what I have to compete with. Their work is so amazing and I still can't do much of anything despite studying for so long.
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>>627499
Just remember: those games are being made with teams of several hundred or even a thousand people.
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>>627504

from the professional point it doenst matter how cool the game is. you just compare your models or animation with the one which made into release. and i dont see much of it over my edge so far. especially when you see grafic and design mistakes in Rage2 or Doom2. i think there is really may air before i hit the buttom yet..
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>>627484
I heard some character in uncharted was based on a scan of employee. So we're already there.
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>>627499
Every asset you see is polished over and over again by dozens and dozens of people.

When you're sitting there making an asset from start to finish, you do everything - concepting, blockout, sculpting, retop, unwrap, bake, texture and lighting...

Literally everyone of those phases I just wrote up there has a dedicated individual doing that task over and over, and at every phase an experienced art director and technical artist is checking the work and making notes and corrections.

It is wholly unreasonable to think that one dude alone in his bedroom can churn out gigabytes worth of top quality assets day in, day out.

And like another anon said - there are still mistakes in the finished products!
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>>627566
This is why I have at no point focussed on making any photorealistic assets of real-world things in portfolio.

There is simply no point demonstrating that you can sculpt a hyper-realistic looking human face or rock formation, or whatever because there are companies right now building vast scanned libraries of all those things and scanning technology is just going to get better and cheaper.

Very soon, no one is going to need a 3D artist to model something that exists in the real world already.

Make alien shit that does not / cannot exist in the real world and demonstrate you have a unique ability that can't be replaced by a photogrammetry specialist.
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>>627566
>>627484
Oh, we've been there for a while. Any game using facial capture tech typically uses a scan of the actor for the in-game model, just for the authenticity of the facial movements. Look at Detroit: Become Human, every single one of its featuring characters was a scan of their actor. In fact, pretty sure Quantic Dream's entire line-up uses scanned actors rather than original character designs.
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>>627504
There are also featured solo devs.
Take Tunic, which people love.
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>>627567
>>627568
>>627569

every fucking 3d scan need an artist to fix, texture, rig, animate and set up the model.
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Does anybody know what happened with Shadow of the Tomb Raider trailer? It's like they fucked up the shaders or the lighting. Does it miss reflections? Idk, it almost looked like the scene was in UE4's unlit mode at times. Something is off and I can't pinpoint what. I see in the YT comments people are complaining about it as well.
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>>627617
Cool. If you wanna be the guy who fixes shitty scanned meshes in Meshlab all day, be my guest.
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>>627627
If it's Rihanna's scan that I have to retopologize, rig, and animate, hell yes. I'd even take the work home, if you know what I mean.
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>>627632
This just became a cringe thread.
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>>627627
>If you wanna be the guy

did it for half of year. not bad job. better than making 50 types of same shield or sword. additionally you lean many about how real body shape look like
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>>627437
I'm nly interested in https://youtu.be/0lv4Zg-r8i4 because I know It's going to take me at least a year to finish it given how often I play video games.

I'm still waiting for new Mount and Blade




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