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File: 156782388111.jpg (67 KB, 527x687)
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low poly with pixel art is the peak of soul.

zbrush AAA garbage is the definition of soulless.
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>>698483
wtf this looks worse than a ps1 game
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>>698483

Go back to /vg/ with your d tier garbage
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>>698483
Honestly tired of all the photorealistic obsessed brainlets in this board, none of you will ever match God’s creation. Stylized 3DCG > realism.
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>>698487
>>698512
Why would you wanna make photorealistic shit in 3D, just use 2d images and cameras
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>>698513
>none of you will ever match God’s creation
I know, but it feels good when I get close. It's a nice and a weird feeling when you manage to make pixels on screen look almost like a real-life object. And especially when you make it with your own hands, from scratch. Also, there's a process of researching how the world works, how materials work, how objects are made, how everything is layered over time, patterns in nature, how plants grow and die etc. You learn cool stuff along the way too, and start appreciating God's work even more.
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>>698547
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>>698547
why not simply use photogametry and 3D scans then?
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File: 1567874215064.png (1.02 MB, 936x1436)
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>>698547
peasant
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>>698513
>none of you will ever match God’s creation
God doesn't exist and nature is flawed. Your argument is invalid.
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>>698483

While I don't agree about ZBrush (sculpts can look awesome), I'm a huge fan of pixel art textures on 3D models. There is a uniquely simplistic charm to them that pixel art alone just never quite captures for me.
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>3d body scans
>Ever more sophisticated mocap suits
>Amazing facial mocap
There's your problem, not an ounce of artistry involved for AAA, it's copy pasting humanity.
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>>698483
>low poly with pixel art is the peak of soul.

I agree, but that's a pretty shitty example of both.
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File: MordinBody01.jpg (77 KB, 925x578)
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>>698483
>I can't sculpt its too hard
>its zbrush's fault
>its the industry's fault
>rather than try to improve I'll do this other thing no one wanted
Zbrush is old and full of soul. 2010 mass effect 2, thats the peak of sculpted soul. Look at this interview with the artists: http://pixologic.com/interview/mass-effect2/1/
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>>698629

I cant believe art from that era is better than what we have now and they couldn't even use half the detail. Imagine if mass effect 2 had pbr.
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>>698629
looks like generic CGI movie garbage.
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>>698547
Hm. The way I see it, it's better learning how photorealism works in order to manipulate/romanticise/stylise it for NPR.
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>>698566
Your art will never match nature's beauty, despite its perfect imperfections.
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>>698779
No need to, because art is not constrained by nature, but seeks to surpass it as the purest manifestation of conscious, meaningful creation.
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>>698780
>shooting for photorealism
>cannot be photorealistic
>"[I] seek to surpass it" :^)

Lol ok
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>>698483
how the fuck do you texture like this? any tuts? also how is lines around the model so thick? what trick is used?
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>>698838

Duplicated model coloured black with internal lines hidden. Anime makers use fancy alphas and shaders to pull it off but that's the easiest way.
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>>698838
square UV addon on blender.
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>>698483
While I agree that low poly is great, this was not a very good example
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>>698895
not that anon
this one https://blendermarket.com/products/uv-squares/ ?

>>698839
That doubles number of triangles. It's gotta be more performant to use a vertex displacing shader.
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>>698557
Because you're limited to what you can get your hands on.
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>>698555
isn't that intro for trueanal?
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>>698780
cringe
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Jet Set Radio's models are so fucking cool when you look at how simple the geometry is.
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>>698559
wtf I really like this image
I don't know if this should be taken as ironic Lol Deep shit but I really feel this
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>>698483
looks like shit, what the fuck is that thing?



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