How many years of 3d until you can make this turtle?
>>64303820 minutes in blender, srsly
>>643041and 10 in photoshop
the 3d ninja turtles are very detailed and would take a lot of talent and effort to make, but they look ugly as sin.
I think it would take about a month from start to finish for a solo generalist
>>643038The real question is ...why would you want to do that? The aesthetics are not even that great and the movies were pretty terrible.
>>643038Zero.I can make it right now...but i have the same question as this guy >>643059
>>643068do it right now then. Oh, its stupid so its not worth your time? Why would you lie to anonymous to make them think you're more skilled than you are?
>>643038I never watched these movies, but I still can't believe how incredibly ugly they are. Not even just the face, but the entire look is just unnecessarily hideous, as if they WANTED to make it look as shitty as possible.
>>643071not him but you could literally shit this out in a day with zbrush and you wouldn't even need to work that hard
>>643041>>643044>>64303830 days in india, which is 20 minutes of pay for a US citizen.
>>643075You and other guy still havent done it yet because you're fucking liars that like to pretend you can do things you cant.Model and animate a turtle of the same quality as the movie and get back to us pls. And include an animation because the model's quality depends on the way it looks animated as well. Otherwise, stop being a fucking retard and learn to be humble every once in a while you autistic fuck.
>>643153You are the retard if you think that people will work for you without payment. OP asked a question, i answered. I don't care if you believe me or not, i am not going to waste my time proving anything to you just because you say so. Go fuck yourself you little pathetic troll.
>>643153buttmad Pajeet detected. Did you work on this shit movies?
>>643153>Model and animate a turtle of the same quality as the movie and get back to us pls. And include an animation because the model's quality depends on the way it looks animated as well.I'm sure I could run a half marathon today, but I'm not going to because it's the weekend and I have no fucking reason to. I'm not going to dump hours of my time into making a shitty turtle.>Otherwise, stop being a fucking retard and learn to be humble every once in a while you autistic fuck.If you would post an image I would be unable to recreate, I would readily admit it. Here's a picture I know I can't match, because I've tried. Michael Bay movie level CG isn't even worth my time, let alone challenging to recreate.
I just remembered this was a thing https://www.youtube.com/watch?v=gOecDMkthUMmost of those still look better
>>643176>>643175>>643181ok, fine. Dont model the turtle in OP's post.lets go to the current wip thread and see the quality of your work. oooooooooohh my...
>>643192go ahead and post shrek with a rag on his face in the WIP thread and see how hard everyone shits on you
>>643186nicereminded me of thishttps://www.youtube.com/watch?v=a8R3qHKS-dk(better to get off topic considering the absolute trainwreck that is this thread)
>>643041you guys must work on the side for pretty cheap. how much would you charge for a full length film of taylor swift taking it in the ass by a multicultural gangbang?
>>643181if you learn houdini you could do that scene, the spaceships are beginner entry level stuff done in maya in no time, two planets that are spheres with textures and bump maps, the rendering, particules/fire simulation and animation would be a pain in the ass if you don't have a powerfull workstation. well it would take some time but you could do it if you want it, believe in yourself anon!
>>643310ah also the final trick to that shoot would be color correcting the final scene using the typical blue/orange color palettes.
>>643310>rendering, particules/fire simulation and animation would be a pain in the ass if you don't have a powerfull workstation.bullshit, the "rendering" was 30 % done in photoshop especially the fx.the explosion is rather low resolution and also touched up in PS, an old I5 with enough RAM could sim and render that in under 20 minutes.The only elements simulated are the explosion and the big smoke trail.Both of these could be easily done in FumeFx or Phoenix FD. No need for Houdini. The rest is easy to do in any 3D program.
>>643196not much since there's a 3d scan of her.
>>643310>>643311I can recreate the objects in the scene itself, including the planets and everything easily, but my compositing skills aren't good enough to finish it off. The smoke trails in particular were difficult for me, and I ended up painting much of it by hand; the nebula/miasma stuff was also pretty difficult.I guess it would be more accurate to say that I can't recreate it in a reasonable time frame. My 3D experience is just elsewhere and better suited to objects alone. But I'm still trying to improve, I'll get there eventually.
>>643052Such great skill wasted on shit art direction. Again. As always.
>>643038I can make it right now, i just don´t wanna.It´s ugly.
>>643038It depends, I have been learning cgi for 2 years now and I would say I would be able to reproduce everything, but it would take me like 2 weeks I think...
Yo can someone break down how stuff like bumps and wrinkles are added to that models displacement ap?
>>643823... the sculpt just has very fine details? (usually a mix of brushes and hand made)
>>643836But that would be in the millions of polygons. Wouldnt a skinned rig and physically accurate render crash?
>>644041You bake all that information to a normal map, or am I not getting what you're saying?
>>643823>>643836Skin pores, wrinkles and other small stuff is added later in Mari, since Mari has better projection tools and if you want photorealism you want to get these from a reference model (photograph).Since these details are super small, it makes it easier to just paint them on the model in Mari instead of sculpting them in Z-brush. (Its still a displacement map)But i am sure there are still artists who do all that in Z-Brush. >>644041The details are on a displacement map and the mesh is subdivided at rendertime so it works out. The rig is deforming an lower poly mesh which drives the deformation of a high poly mesh, which gets subdivided at rendertime and deformed by the displacement map. Millions of polys is the norm. For a productions scene its often Billions. >>644044Not a normal map, Movie studios don't use normal maps.
>>644055 Can the details ve done in photoshop?
>>643350To Be fair the explosion and smoke effects would be really easy to just do practically and just compositing with Photoshop. But I figure you guys don't like going outside.
>>644058Can you eat soup with just your fingers? >>644069haha
>>644076if you clasp your fingers together it could be doable.
>>644164>that anon that eats soap with his bare handsabsolutely barbaric i'm proud of you anon.