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File: 3d_workflow.gif (27 KB, 380x470)
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Is this workflow correct?
Do you have a different system or a better more detailed picture?
I am still pretty new and end up finding myself jumping from 1 thing to another.
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>>672875
I´d avoid the dynamics parts as those tend to be a pain in the ass (object collision, cloth deformation, water particle whathever) and a large time consumer.
The modelling part may happens together with the texture one, especially if you use zbrush.
Rigging comes right after modelling, it´s not a parallel process.
No idea what the 'render passes' mean, as i thought 'composite-final render' were suppose to be the part were you get all those .jpgs you rendered and line them up together with the sound files in After effects.
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>>672875
I'm not that organized or dogmatic. I somehow get the job done without knowing how.
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>>672875
Nobody can do an entire animation pipeline on their own at an acceptable level of quality. What is your goal?
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>>672875
I often do modeling, texturing and lighting stage at the same time, that is, I do some modeling, drop the models in the scene, play a bit with lighting, think about how it could look like, maybe texture some hero thing in there, then go back to modeling etc. It keeps me from getting bored doing one thing for a long period of time.

The "problematic" thing is that I never have a 100% clear picture of what I want to do, so there's quite of bit of experimentation and brainstorming along the way.
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>>672892
>at an acceptable level of quality
You´re one of the trolls who shits on anything posted here, right?
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>>672913
sorry but he is 100% correct
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>>672877
Don't render to JPEGs ever dude. He's talking about doing multipass rendering, probably to an exr so he can split shadow layers, reflections and so on into separate images that can be composited into a final image.
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>>672875
This is how I do it.
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>>672875
That's mostly correct yes! Though personally, I like to overlap the lighting and shading steps a bit more early (generally called lookdev) and refine them as I move toward the end. Lighting is an integral part of my rendering work, so I like to get an early draft of the direction I'm taking. It allows me to know where to focus and how I can flesh out a stronger, though implied, story along with colour and composition.

>>672877
>No idea what the 'render passes' mean, as i thought 'composite-final render' were suppose to be the part were you get all those .jpgs you rendered and line them up together with the sound files in After effects.
There's so many things wrong with that phrase....

>>672892
Correct, better to focus on some of the things here.

>>673066
>No research/references gathering
>3 3D packages needed
>No post-production
>Instagram
That's quite bad, anon...
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>>673066
> Clusterfuck
> No post-production
> Sacrificing displacement, hair, volumetrics, etc. to use Eevee
> No rigging or animation

I'm happy you are enjoying whatever it is you're doing anon, but this is irrelevant to OP's question.

>>672892
So you generally model and texture hard surface assets. That's cool, and enough to make money.

If you're looking for something else, knowing what you want is the the first step. Are you trying to pick up character design? Sculpting? Rigging, animation, FX, comp, something else?
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>>673057
No he isn´t. Neither is you, for that matter.
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>>672892
this is false

>>672875
yeah that is a good guideline to follow
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>>673066
Didn't know about Mischief, but apparently its development was halted shortly after being acquired by The Foundry Visionkillers. Too bad, seems like a very useful tool. Does any of you know of a good replacement... with a future? I found and tried Leonardo, but I'm interested in knowing about other options.
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to anyone ITT saying they can do the whole pipeline on a professional level, see image attached

>>672892
this anon is CORRECT
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>>673143
samefag
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>>673144
That's not how you >samefag. And the other Anon is correct, if you think you can do even an animated short, from 0 to 100%, by yourself alone and in a reasonable amount of time, you're delusional.
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>>673145
why do you keep talking about yourself in third person?
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>>673143
>me
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>>673185
That line should be a dot in the top right corner, anon.
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>>673185
top zozzle

>>673186
are you being serious right now? can't read a simple graph?
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>>673143
Sorry you're untalented but 3D pipeline is really not that complicated this is even more true today with the wealth of free to low cost tools available and even more free to low cost training. Did you go get tricked into going to (the industry) school?
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>>673261
My post had nothing to do with the low cost of tools, but more about your artistic and technical proficiency to execute ALL the steps of the pipeline in a proper, high quality manner.

Even great 3D generalists aren't truly "do it all" artists; some people and tasks are more technical, while others are more artistic. For instance, you wouldn't expect a great lighting/rendering artist to be as skillful in rigging/skinning, for obvious reasons.

The "know it all, good at everything" candidates often have the shittiest resumes out there, because they're over confident that they can do everything.. when it fact they can barely make one thing past a pajeet beginner level.
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>>673265
Nuh-uh, I programmed my own large scale multiplayer game engine where I animate the beautifully sculpted models I rigged from scratch that all have perfect deformations and UVs in an environment with procedural models built on top of photogrammetric scans and textures that I took myself. Also I'm a novel writer, I composed the soundtrack and I'm the voice actor for every character in the game as well.
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>>673272
Are you the maker of Tales of a Wanker: Nights Alone?
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>>673275
How did you know?
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>>673265
Ignore this guy he really thinks people submit resumes to get work in 2019. He is also hijacking your thread to larp as a project manager.

>>673272
Ignore this guy he is never gonna make it
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>>673272
thanks for proving my point with irony, mate! 10/10



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