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Serious question how do I get this gud?

http://www.zbrushcentral.com/showthread.php?204295-Yhorm-The-Giant-Dark-Souls-3-Fanart
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looks like a student project
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>>631324
Fuck off. No, don't double down trying to prove how this work sucks. We get it you're a pro just fuck off.
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Kys repeatedly until youve finally respawned in a genetically blessed mind under the environment of understanding family, loyal group of friends and a booming economy.
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>>631322
Real answer: practice. Just keep doing it. You'll reach or surpass that point in about two years.
Start off learning all your basics. How your software work, then you build a repository of technical knowledge. Things like anatomy, proportion, material shading. You also build your artistic values in tandem, colour psychology, composition, framing.
Doing fanart like this is easy. All your references are easily available, so you don't have to come up with your own stuff all the time. You just have to study how they were presented in your source material, then recreate them with the skills you've attained.
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>>631322
Stop posting here and get back to tutorials / gnomon DVD / other means of learning.

Learn it, then do it, then go learn even more. There's always more to learn, not just 3D techniques but also 2D art, photography, all the things that go into creating an excellent render
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>>631322
>that
>good
Oy Vey, you have lots to learn

I like the final composiion, the artists does best with his poor amateur modeling skills he can.
Still i just cant get over the noisy repetitive surface detail, or how most forms are bloby and lack proper definition.
The fabric folds are really bad even in the bake, torn fabric alpha looks really overdone and unnatural and i have no clue whats goibg on with most of those armor pieces.
The shoes? Wtf is that even.
The hands anatomy is nightmare fuel.

Still using black texture on a black background make the contrast range short enough to hide a lot of it, and blue highlight points your eyes to the out shapes alone.
Also on personal note i dont like those monotone one color designs, even in professional games i find them fucking lazy
And using glowy bit as only point of interest in your piece is double lazy
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Why his head so smol?
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>>631322
look into wayne barlowe and study him.
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>>631480
You're a big guy
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>>631322
you're in the wrong place. everything to /3/ is shit, and they can all do better, but none of them will prove it.
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>>631481
f-f-for me
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>>631490
To be fair this piece is mediocre at best, and the artists is a complete beginner
And i do see better works being posted by the shitposters here
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>>631322
go to youtube

look up michael pavlovichs playlist on the pixologic channel.

watch the videos starting with the 1st

pause the video every 30 minutes or so and do what he does, make sure to try using the shortcuts and tools he uses

after40 or so 3 hour episodes, you should be pretty proficient with zbrush.

next, look up some substance painter tutorials. repeat the process, watch, pause, do, repeat.

for retopo, you can use a variety of programs. i use maya's modeling toolkit, but some people also use 3d coat or topogun or blender or whatever.

but yeah, if you want to do characters like that, zbrush and substance are probably going to be your go-to's and pixologics channel, specifically michael pavlovichs videos, are great for getting proficient at it
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>>631322
first you copy, then invent
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>>631401

All giants in Dark Souls have tiny heads.
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>>631623

To be fair, Dark Souls has really bad character art or even art in general.
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>>631517
Do what this anon says and become one of many undistinguishable zbrush plebs. Your work will look like any other contemporary zbrush sculpt, but it pays the bills. Be aware that you are no artist, but a machine that produces discardable trash and kitsch.
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>>631661
>discardable trash and kitsch
I can't see anything wrong with that. It pays the best. People like it best. Therefore, it is the best.
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>>631667
Product design and engineering, the true grand master disciplines of 3D, not some shit for games and movies.
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>>631640
Its not bad, its inconsistent.
In From games you can witness the best and worst PS4 has to offer, was the same case with their games on PS3.

You can best see this in two similar upcoming games sony showed, Shadows die twice from From and Ghost of Tsushima from Sucker Punch.
I intentionally picked non vista shoots form the gameplay of both to show the difference in shading and quality of character art.

They look one gen apart, yet in open wide shoots they both look alright.

Best word i would use is low budget, all From games feel like the are put out by a indie studio scraping money out of random investments not by a big one backed by biggest publishers in the world.
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>>631322
you think that is good?
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>>631712
"Ghost of Tsushima" is not "From Soft"-s game..
Sekiro is..
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>>633499
Uh, read again.
>[Sekiro:] Shadows Die Twice from From and Ghost of Tsushima from Sucker Punch
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>>631712
Low budget yeah )) how many games have same amount of enemies than SoulsBorne series have?
I mean.. every part(level) of world has it's own echosysten, it's own enemies, which almost don't live in any other levels,
Every one of them have it's animations etc.. tell me any other game where same 5-10 enemies are not populating whole world. Ghost of tsushima will have same 4-5 samurais while game with same animations, and maybe couple of bosses.
Also "from softs" games are big and everything well thought.
Combat just works.
I really don't get what you mean in indie/low budget.
That they are not trying to make very realistic assets?
Because design of whole game is one of the best.
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>>633501
>Low budget yeah )) how many games have same amount of enemies than SoulsBorne series have?
>I mean.. every part(level) of world has it's own echosysten, it's own enemies, which almost don't live in any other levels,
>Every one of them have it's animations etc.. tell me any other game where same 5-10 enemies are not populating whole world. Ghost of tsushima will have same 4-5 samurais while game with same animations, and maybe couple of bosses.
Kid, you are full of shit.
Ever played arkham batman games?
Arkham knight game especially?

Over 150 highly detailed next gen characters and enemies.
So many in fact that they are grouped up in 3, 5s or dont even show up in the model viewer, many show up for a minute or a single cut scene.
Those arent bullshots even, this is how the game looks.

And Sucker punch games? Arent any worse off in that regard, maybe even better.
I can bet my fucking balls Ghost of setsuma wont just have as many characters as your shitty bloodborne game, it will have as much characters with dialogue.

Hell, assasin creed games, gta games, all big games have so many characters From games have nothing to brag about in that regard.
Even indie games like Vampyr go over 100.

From has no excuse you fucking shill.
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>>631712
>>633835
>I don't understand why Japanese games don't have insane budgets like American games and thus attribute the difference in visual fidelity to a lack of artistic ability

Japanese and European games are worlds apart from the financial backing of American games. It's the same with the movie industry in Hollywood. You will never see something like Star Wars or Transformers come out of any other country than America. Even big devs like CDPR literally have to beg for money from their government to make AAA games. Even Nintendo could never afford to make something like BOTW in any other way but in-house.

Japanese games tend to be more creative because they have to. America makes the same soup of open world 3rd person crap over and over again, and it will sell like crazy, simply because of how flashy it is.

A good comparison is the GTA series with the Yakuza series. They are comparable but GTA has hundreds of millions shoved in its ass. Now imagine SEGA having that kind of money available...




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