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>>674571
i love everything about cg, the only thing i hate are the dumb retards and the shitty community of brain dead mongoloids
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Pretty much everything about the actual work I love, but hate my own laziness and lack of accomplishment and how much competition there is and how low the pay is and how difficult it is to compete in this field.
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>>674571
>what you like
making things
>what you hate
having to make things in order to make things
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>What you like about making 3DCG
most things.
my favorite thing is to get the lightning just right so its not flat and looks good.
>and what you hate about it
retopology, messing around with polygons,over-modeling things
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i like modeling ,sculpting,animating and testing materials
i hate having to fix anything,and also hate making uv maps to get the most out of textures' space
i think most people are like this
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>>674571

I hate doing 3DCG and I had to force myself to learn it during years to create my game prototype (that ended up not being used at all). Ironically I became pretty damn good at it but I still hate it. Takes too much time to make anything, topology can be tedious, getting a 3d job is super hard because no matter how good you are there's a chad that's twice as good as you.

I'm now a creative director but I greatly respect 3d artists. It's just not for me. I don't regret learning it though, I still work in the videogame industry and any related skill is useful.
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I like when everything comes together for rendering and I hate weight painting fingers while rigging.
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>>674571
>what you like
starting projects
>what you hate
finishing projects
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>>674571
>love
The final result of each stage (modelling texting rigging animating rendering etc)

>hate
Blendlets
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>>674571
>What you like
Rigging, thinking about how a rig should work, making cool small animations, how technical everything is
>What you dont like
Trying to make anything takes forever. Things just dont have to look good, they HAVE to work and if they don't, they are not usable (weight painting/deformation, topology, UVs, good models with shit rigs). Technical problems are plenty no matter what your project is.
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>>674576
maybe youre just bad
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>>674571
Is this an Apex Legends meme?
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>what you like

dreaming about what I can do

>what you hate

>no, sorry! you can't paint here error 387 download dll: yook.urg
>find the god damn file in abandoned thread from 2014
>download and run
>error
>no sorry, file no compatible, need version 3.0
>uninstall current software, install new version
>no sorry, things don't work with dll anymore
>google how to fix problem
>"dude just press obscure hidden button"
>finding out all these buttons that I see everyday and don't know what they are for exist solely to fix bugs that I haven't come across yet
>fix bug
>no sorry. this work was started in previous version, do it all over
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>>675347
what software are you talking about?
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>love
Fluid simulation. It's like magical. You put two or three sources, bake, and then you have magical realistic semen covering half the scene.
>hate
Hard work and making my semen by hand.
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>>674576
That sounds like anything in life really. It's more of a how bad do you want it, how do you define success, and what makes you happy at the end of the day? Keep your head down, do your work, and be proud of what you make; share with the world, despite the odds.
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>>675598
I'm pretty happy doing it, I just don't like being poor. Guess if I get fed up enough, I'll go get a real job or something. Doing what I love and (barely) getting a living doing it, is a dream many in this world do not have.
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>>675585
>making my semen by hand.
Nice pun faggot
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>>674571
>like
modeling, sculpting

>hate
retopo

>REALLY, REALLY HATE
skinning
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>like
Jerking to my 3D waifus.

>hate
Modeling, surfacing, rigging, and posing my 3D waifus.
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>>675583
max and maya mostly. sometimes in 3d coat and after effects.
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Like modelling and sculpting. Hate texturing and rigging.
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>>674571
Those who think this profession suits them because they don't know how to paint or draw, and misses the entire point. All they do is learn a program and think mastering it is like doing homework, then they go to make complex but mediocre and uninteresting highly rendered pieces that no one would look at for more than 5 seconds. Then they wonder why they can't find a job or much work, not realizing it's because they most the entire fucking point.

Just because you can draw every god damn leaf on a tree accurately, doesn't make it interesting, and is a waste of time. Learn the art of the craft, and quit being Autistic...
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>>675682
Last I checked, a large portion of cgi is devoted to perfectly replicating real life objects for movie; etc. Perfectly rendering "mediocre and uninteresting" objects should, in theory, be able to land you a Pajeet tier job at, at least, a C list studio.
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>>675686
The guy is probably someone who exclusively uses zbrush and calls himself a character artist making "stylized" characters and needed to vent because he didn't get the job he wanted.

That's my guess at least. Either that or he's projecting
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>>674571
Only thing I hate is the slow rate of improvement. Years ago I'd expect the rendering performance of interfaces we have today would be every bit as smooth as contemporary game-engines by now. That by now we would have a suite in existence that was to the 3D what photoshop is to 2D, a tool that feels completely thought out and complete from the ground up.

Someone went back in time and showed me max and maya from today compared to the ones I used 20 years ago I'd be Kevin Sorbo disappointed.
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>>676009
Just wait 20 more years and we'll at least be able to render and simulate most things in real time.
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>>676016
people were saying that 20 years ago
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>>676019
Well, we are closer to it than we were 20 years ago.
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>>676019
That's because the standard for "render" and "simulation" has changed over time.

We already can do in real time what was the standard 20 years ago: ray-tracing, radiosity, scanline rendering. A pure ray-tracer works perfectly in real time over decent GPUs, and in games we have two-passes global illumination techniques/photon mapping that were unheard off twenty years ago, and indeed would seem completely batshit crazy.

But nowadays renderers do path-tracing, and that's several order of magnitudes more complicated than the old things. There is a rule in computing. Extra computing power is always used up by new things, it is never enough.

But with RTX and the new AI shit from NVidia, we are very close to even being able to do path-tracing in real time.
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rigging can suck my stinky poopy shithole
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>>674571
I like the sense of fulfillment when a model comes together and starts vaguely resembling what I had in mind.
I hate UV mapping, it's tedious and I suck at it.



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