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How much time (~approximately) i need to spend learning 3d to be able to make rigged/animated character like Overwatch heroes?
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>>650454
10 years of nonstop practice. You also need talent.
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10000 hours but its cool cus after that you can start making hentai and earn 6 figures
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>>650454

Learn Blender and you can be there in about thirty or forty minutes. You can make a bitchin' donut in like five minutes, and after that the whole thing is pretty much just layering donuts inside donuts to make more complex characters.

Fact: d.Va and her Meka are about 17 and 1/4 donuts in complexity.
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2 days. I honestly don't know why everyone acts like this is so hard.
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>>650466
n00b detected
rigging alone on the character would be 2-3 days
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>>650467
seriously what is so hard about rigging? I think you just put bones for the whole body, IK feet and hands with their poles and that's it, right? mouth and facials are the hardest thing I think
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>>650472
I didn't say it was hard, but doing things properly takes time. Seeing the character and considering the quality of things Blizzard create, 2-3 days for rigging seemed like the bare minimum to me. I'm sure in reality it took relatively more, especially if blendshapes are involved and all that.

Thinking that you can sculpt, retopo, UV, bake, texture, shade, rig, skin, and animate a AAA character easily in a few hours or days is ludicrous.

It's only doable if you settle with the shit-tier /3/ quality like this blendlet >>650465 right here
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>>650472
Rigging may seem pretty backwards from outside, and yeah compared to other fields there weren't really any breakthroughs, but holy shit the amount of technical knowledge you need to have to become a good rigger, I would never envy rigger ever, because this is a thankless grunt job and amount of dosh they get is largely inadequate to what they actually have to know to do their job properly.
Good riggers are gods of optimization and no you can't become a good rigger if you watch a couple o tuts on blendlet central, you actually need to learn C++ and maths on top.
I've seen riggers literally hacking _bytes_ and doing all sorts of black magicks to squeeze out little bit more juice because no matter what weird shit animator requests, it should run silky smooth in any circumstance.
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>>650475
>>650480
100% this
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>>650475
>like this blendlet >>650465 right here

imagine being so autistic you can't tell when somebody is sarcastically ripping on blender
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>>650480
Just think of rigging as more akin to software development than to traditional artwork. You spend most of your time in python and C++, not holding a wacom tablet. Specifying data transfer formats at the byte level for performance reasons is not unusual for a software dev.
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>>650454
About 1-2 years for each discipline if you are prodigy level.
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>>650454

I'm novice on the animation part.

In case of modelling characters, you should have sufficient draw-fag-skills. Learn anatomy and proportions, you don't need to be draw-fag-master, but you still need to know your stuff, this is very important when sculpting characters!


The actual modelling of characters are mostly done in Zbrush (that is the industry standard anyway), Took me a couple of months to Learn
https://www.youtube.com/user/Pavlovich2005
This guy here makes the abselute best torturials to Zbrush, better than pixologic's own

For retopoing and rigging- MAYA, when you have a Zbrush mesh that is nice, Decimate it, and Export to MAYA, learn topoligy, Facial topoligy is a bit tricky, especially if you want to animate the face. for this. i can recommend the book by Jason Osipa called: STOP STARING. This book covers facial topoligy and facial animation in depth.

As for rigging... ive heard that the MAYA plug-in called- Advanced Skeleton should be the best out there, but im quite novice on the rigging part, so can't tell for sure, i find MAYA's standard rigging system fine for what i do.

Texturing, the easiest way to do this is substance - painter, for this stage you need to learn alot about shaders, UV'ing, baking and so forth.

Note that all these stages, in larger companies are usually covered by multiple poeple. I have tried to go through the entire pipeline, but i found character rigging kinda hard.

with some backbone and too much sparetime, you can learn this in 2 years if you already know the drawfag-part

Good luck Anon, hope this helps
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>>650533
keeek you should know by now that there's a very fine line between obvious Blender bait and genuine excuses for it
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>>650585
If you can't see that the suggestion of every 3D asset being made out of interlocking donuts is a joke then you're genuinely pretty severe on the spectrum.
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many
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>>650585

Fuckin' reeeeeeetard.
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>>650460
If I kill myself what are the chances I'll respawn with a higher base art skill/ talent level
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>>651210
according to our holy scriptures, you have around 0.0000000000000000000000000000000005% to do it and 99.9999999999999999999999999999999995% chance to respawn as lifetime female sex slave
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>>651211
Bad odds
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Is anobody able to model shit anymore? Jesus christ. Things can be done outside of fucking Zbrush folks. Conceptualizing is the hardest part of any character creation, and Overwatch models are anythign but complex.
As for rigging, it literally takes a few minutes. Reuse rigs. AUTOMATIC FUCKING WEIGHTS. Then you adjust what's not to your satisfaction. You're not making a fucking movie character here facial rig can be basic as fuck.

With references to work with, recreating any overwatch character IN BLENDER (just to piss edgy /3/ fags) would take less than a day for any experienced modeller. Texturing is another ballgame but then again, this is hardly complex texturng.
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>>651528
get on with times gramps
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>>651531
The times of being lazy entitled unefficients cunts who can't do decent work and dramatizes everything? The people on this thread acting like Blizzard models are fine art and a challenge are pathetic.



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