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/3/ - 3DCG

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File: 268 KB, 381x307, lsalfk;ajg.png [View same] [iqdb] [saucenao] [google]
982142 No.982142 [Reply] [Original]

hello, need a bit of help
I'm planning to make an irl coin and for that I'm planning to 3d print a prototype for making a mold out of. Probably will use the light sensitive resin. Anyway
I need to know if I should make my model the same size as the final print or make it bigger. The size of final print is diameter 27.3 thickness 1.78
I only realized how small it is when my low qality ref pics were around 100x bigger than the basic cylinder
tldr: if I want to print something small, should the 3d model be the irl size or bigger

6 replies omitted. Click Reply to view.
>> No.982152

>>982151
Sorry. I forgot you've transitioned >>981897

>> No.982153

>>982151
Chris is the

>> No.982154

>>982152
im not cris lmao

>> No.982159

>>982154
You are definitely Cris, don't den

>> No.982918

This fucking thread kek



File: 43 KB, 667x593, 10c.jpg [View same] [iqdb] [saucenao] [google]
982133 No.982133 [Reply] [Original]

Could AI make rigging obsolete? I'm tweaking right now and obsessed with this idea of creating an alternative animation system that doesn't require rigging. Basically you would just have your sculped or retopo'd character, click a button, and IK/FK handles for animation would appear. But instead of bones and weight painting, which are essentially just constraints, the animation is purely done by deforming the mesh. kind of like fluid animations or blend shapes on steroids. the AI would then automatically constrain the deformation like weight painting would on a rigged character. I understand that this would result in worse performance than rig based animation and also cause problems with UV mapping, but just try to think of the benefits and how things could be 10 years from now. Pic related, my first attempt.

2 replies omitted. Click Reply to view.
>> No.982141
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982141

I partially agree, in fact I'm trying to do something non-erotic that exemplifies the co

>> No.982927

cool for hobbyists for quick generic characters but professional rigs are so complex and usually tailored exactly for individual animators needs that I doubt we will ever see an AI rigging tool. it's one of the safest areas of 3D to work in

>> No.982930

>>982927
You should not concern yourself with that because no professional is ever going to let you touch his animation rig.

>> No.982944

>>982930
Anon I understand it pains you to think about this but there are actual talented successful people who work in the industry on this board. Stop coping

>> No.982948

>>982944
That's funny.



File: 922 KB, 999x579, dzdz.png [View same] [iqdb] [saucenao] [google]
982063 No.982063 [Reply] [Original]

Hello 3DCG, i'd appreciate some help learning about 3D, specifically animation. i don't know much yet, but i'm trying to learn and i had 2 questions. thank you

there was this app I remember which converted footage into 3D rendered environments. i'm not looking for quality or anything professional, i just want to quickly convert images into these low poly, weird 3D like pic rel

pic came from this video:
https://www.youtube.com/watch?v=evOpfRkZjDM
check it out, it has that distorted, low quality, low polygon look i'm trying to recreate. and if i'm not mistaken they used that app. any recommendations are welcome

i'd also like to know which programs experts here recommend to beginners getting into 3D, specifically animation. i read the sticky and it seems to be more oriented towards modeling. so as a beginner looking primarily to composite scenes, import low poly models, some light character animation & do some basic camera work, which program would you recommend? maybe some underground, lesser known, older programs that you see people rarely mention? i'm open to anything, i played around with Bryce 3D and it's pretty incredible

thank you!

>> No.982064

>>982063
make a few pics from different yet close camera angles and pretty much most 3d software will turn it into a cgi scene
>how
idk, but it is there, so learn it

>> No.982065

the video you've linked is the result of bad photogrammetry - there are a bunch of different applications out there that perform similarly
if you don't give too much of a fuck and are diy (you seem like the type), you should look at phone apps that will get you results like that straight from your phone - again, the word you're looking for is photogrammetry - usually people try for high quality results, but if your settings are low you'll get results like the ones you want

you should just use blender as your dcc for now (it won't do the photogrammetry, you'll need to do that somewhere else and import the files in), you can get results like your vid pretty easily. plenty of resources out there. you might be tempted to learn some hipster shit and yeah that's fun, but you won't go far in /3/ without solid foundations. do the boring normie stuff first.

>> No.982077

>>982065
"photogrammetry" that's extremely useful in my search, thank you!

>> No.982086

>>982077
Photogr



File: 88 KB, 1920x882, it's too over now.jpg [View same] [iqdb] [saucenao] [google]
982013 No.982013 [Reply] [Original]

https://lumalabs.ai/genie?view=create

babe, wake up!
it's almost time for your daily demoralization thread.
>Luma AI
>Just type and create 4 shitty low poly assets!
How long until it's 4 employees?

8 replies omitted. Click Reply to view.
>> No.982056
File: 318 KB, 1274x962, Bryce (1994).jpg [View same] [iqdb] [saucenao] [google]
982056

>>982013
modelers BTFO yet again then?

>> No.982060

>>982013
Cris you made this same thread in January and it is still up >>971511 and these threads >>981331 >>980074 are yours too, stop flooding you retard.

>> No.982127

>>982028
>chocking

>> No.982324

>>982013
is it free? do they limit how many attempts you have?

>> No.982361

>>982013
Sounds great! AI art will reduce the cost of delivering video games by reducing the asset development time and employees.



>> No.982800

>>982000
I have never learned a single thing from cgcookie in my life.

>> No.982931

>>982000
YouTube is good for the basics and mid-level/hobbyist tutorials, but the quality and availability for tutorials for levels higher than that are relatively scarce. Channels with a good reputation tend to lock high-level stuff behind a paywall, but that isn't to say high-level tutorials don't exist on the site—they would just be from channels that aren't really popular and they don't go crazy with the presentation and whatnot.
>to answer your question directly: the courses in the bundle won't teach you whatever isn't on youtube, but the concepts within them are more throughly demonstrated (e.g., they show every single setting in each texture node). it's only $15 so i'd say go for it

>> No.982933

>>982000
buy a cgpeers account

>> No.982938

>>982000
courses are a ponzi scheme now
>>teach people skills that are obsolete thanks to AI and there are no jobs anyway



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981946 No.981946 [Reply] [Original]

>I have purposely taught them wrong
>as a joke

47 replies omitted. Click Reply to view.
>> No.982718

>>982689
>people knowing donut man past his donut tutorials

>> No.982745

>>982713
I still hate him

>> No.982857

>>982445
Hi cris

>> No.982901

>>982468
>>982472
>>982477
>>982482
>>982483
Any proof this happened?

>> No.982911

>>982901
The only proof I'm going to offer you is that I wish I had the creativity to make that up.



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981880 No.981880 [Reply] [Original]

Creating garment assets for game environments.

Seems it's a bit niche?

Pivoting from a Rhino + SolidWorks / Blender (to render) background.

What should I know?
Do you have tutorial/ resource recommendations?
**yes i have checked the intro guide**

>> No.981882

program is simple. you can learn 100% of it in a few days.
pattern cutting, depending on what you want to do, is not. you can learn 30% of it in a 3 year university degree.

>> No.981883

Does it make more sense to texture in CLO or bring it to blender and texture it there?

>> No.981893

>>981883
No. Marvelous has a view to layout uvs, just do that, export and texture wherever you normally do. Marvelous will export stitching at geometry iirc. You're better off building that into the textures with something like substance painter (or redo the stich geo procedurally in Houdini or geo nodes if you need autistic levels of detail)

>> No.982837

>>981880
is what you export from it meant to be bake-ready, or do you need to sculpt on top of it in zbrush?

>> No.982878

how do i make hot underwear for my hot women models
i tried looking for tutorials specifically for underwear and got some super sussy suggestions on youtube



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981764 No.981764 [Reply] [Original]

I bought a 4090 to do 3D but apparently physics simulations use processor exclusively. What the hell man...

6 replies omitted. Click Reply to view.
>> No.981803

Physics has nothing to do with graphics. What did you expect?

>> No.981819
File: 69 KB, 998x511, OMFG.png [View same] [iqdb] [saucenao] [google]
981819

>>981777
HOLY CHECKED!

CAPTCHA GAYX

>> No.981828

>>981819
Look mommy, I'm in the screenshot!

>> No.981832

SAME! But instead of physics, it just viewport playback. That uses exclusively processor to track objects (Makes sense when you take in consideration the processing tree)

>> No.981849

>>981764
>>981803
Is this a shitpost thread? The GPU has its own processors you can just make it compute with the GPU



File: 36 KB, 207x152, file.png [View same] [iqdb] [saucenao] [google]
981736 No.981736[DELETED]  [Reply] [Original]

hey guys. just made my first 3d model. let me know what you guys think of it :)

1 replies omitted. Click Reply to view.
>> No.981742

>>981736
looks pretty retro cgi 90s studio ghibli. do you have any retro cgi 90s resources and tutorials? ps1 lowpoly graphics nintendo. studio ghibli low poly 90s cgi. how did you make low poly 90s anime cgi in studio blender?

>> No.981747

>>981736
This is Scuttlebug from N64 Mario.

>> No.981749

I like him :)
I will cast him into the stew with garlic and onions

>> No.981752
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981752

He's cooked

>> No.981759

>>981736
forced soul and cringe



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981610 No.981610 [Reply] [Original]

I made product renderings for a client and it went great but now the client is asking for an animation like vid related.

I tried the (newly updated) particle simulation in C4D to try to create a body of liquid and also tried xParticles but both runs like shit on my M1 MacBook. I tried my best to optimize the simulations following multiple tutorials online but I cant get semirealistic results.

Now that I am thinking about it I might be vastly overcomplicating things since I basically just need to raise the product from a plane that somewhat sticks to the object.

Does anyone have an idea for a method I could use to achieve the effect in a much simpler way? I must be missing something.

18 replies omitted. Click Reply to view.
>> No.981789

>>981778
VFX just means you do it as compositing in a videoediting software. You render out your mesh and a depth pass and inside your video editing software you'd set up layers to blend it all together to make a transition between your CGI and your other layer using your Z-depth.

I work real-time stuff so I haven't touch any videoeditor in years but 'adobe premiere' and 'after effects' was what I used back in the day and it was really easy to just jump in and use those as it's basically a photoshop for videos and I already knew my way around photoshop inside out.

There's probably better suites available, all the VFX tryhards used different software back then too but I can't recall their name.

>> No.981818

>>981685
>>981699

How's that discerning eye of yours now you sad fuck?

>> No.981821

>>981818
pretty good, man; feels great to be better than everyone else. how you doing?

>> No.981911

>>981610
Is this even particles and not a plane intersecting with a special shader?

>> No.982323

>>981711
>>981695
OP's video is using a high viscosity fluid sim in reverse.



File: 28 KB, 341x450, selfie.png [View same] [iqdb] [saucenao] [google]
981605 No.981605 [Reply] [Original]

We have this over in /ic. I'd like to see anons portfolios and works. Post your socials.

25 replies omitted. Click Reply to view.
>> No.982892
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982892

hello

https://www.instagram.com/yacobverse/

>> No.982916
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982916

>>982865
Not even my second language.

>>982862
Women....

>> No.982922

>>981631
>people and women
This makes you look like either of the 2 extremes:
Faggot male feminist
Insincere incel

>> No.982923

>>982922
So you are telling me that you roam on 4chan and still take everything seriously?
https://exceptionalindividuals.com/candidates/neurodiversity-resources/neurodiversity-quizzes/aspergers-quiz-test/

>> No.982924

>>982923
4chan is an aspergers website though...



File: 2.25 MB, 1080x1920, Test.png [View same] [iqdb] [saucenao] [google]
981542 No.981542 [Reply] [Original]

Desktop PC Core i7, 16GB RAM, 1TB HDD + 240GB SSD, 24" monitor.

1 replies omitted. Click Reply to view.
>> No.981548
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981548

>>981544
It doesn't come with a GPU included, but I plan to buy one at Christmas, a GTX 1650 16GB.

>> No.981550
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981550

i have a question, could I use the 16GB for rendering in Daz3D if I specifically use 3Delight? I'm not sure if anyone knows about this.

>> No.981575

>>981542
>Core i7
that means like nothing. What version? I had a i7 "Bloomfield" back in 2009. So what gen?
>16GB RAM
Decent amount. Speed and performance is not that important here just the amount. 16GB is a bit low if you also have a chrome tab open on the side and such but this should be OK.
>>981550
i have a question, could I use the 16GB for rendering in Daz3D if I specifically use 3Delight? I'm not sure if anyone knows about this.
yes, the 16GB will be used as video memory if you run without a gpu.
if you are talking about the GTX 1650 16GB (did not know they such a large VRAM version) then ofc you could use all that using any renderer as its mostly down to the amount of shaders and textures in the your scene.

>> No.981576

>>981542
> I'm buying a custom car for (I don't know if I'll use it as an uber or a rock crawler), and these are the specifications it has. How well would it run?
>Car with v7, holds 16 seats, hauls 1 ton, 240kg in the frunk, it has 24" inch wheels
>The car doesn't come with a drivetrain but I plan to buy it at christmas, a gold one.

>>981550
>Could I use 16 wheels for going places with my car? (I don't specify if I'm going to run for a yard or 1000 miles in rocky terrain)

You clearly don't know shit about computers. Of course it will run daz3d. Do you think modern software is still prohibitively specked? Asking if a vanilla pc will run a piece of software is idiotic.

>> No.981885

>>981542
>16GB RAM
Get, at least, 32 GB. And a NVidia GPU with 8 GB or more. If can't get a good GPU, just get a old Xeon with shit loads of Cores in Aliexpress.



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981502 No.981502 [Reply] [Original]

.

>> No.981509
File: 18 KB, 210x240, charlie-smiling-friends-92.3.jpg [View same] [iqdb] [saucenao] [google]
981509

tutorial??

>> No.981522

>>981509
I follow Andrew Price tutorial



File: 545 KB, 1920x1039, example1.png [View same] [iqdb] [saucenao] [google]
981476 No.981476 [Reply] [Original]

blender idiot here

I'm making a model for a vrchat avatar and for some reason some bones are moving around on their own after I export as an FBX then reimport. I've searched all over the internet for a solution and a lot of the threads on various websites talk about animations and making sure that the armature is set to the correct frame of the animation, but I've never touched any of that. I may have fatfingered some hotkey during the whole process, but I have no idea if this is a bug or if I'm just retarded. I've applied all the scales and rotations etc too, so I don't think it's that.

18 replies omitted. Click Reply to view.
>> No.981872
File: 710 KB, 2549x1140, Screenshot 2024-04-28 173248.png [View same] [iqdb] [saucenao] [google]
981872

>>981871
I have zero issue?

I opened the clean .blend exported just the base mesh with the stuff with bones and armature and re-imported it.

>> No.981874
File: 550 KB, 1731x875, Screenshot 2024-04-28 175634.png [View same] [iqdb] [saucenao] [google]
981874

>>981872
if you mean the bone length that doesn't mean anything.

FBX doesn't keep the length of the bones, so blender just guesses the size you can click the armature, go to edit mode hit A to select all then S to scale, then G to move it, then go back to object mode Ctrl + A Apply All Transforms.

You really need to work on communicating your issues.

as when you say the bones are moving that could be anything.

>> No.981875

>>981872
>>981874

Finally you don't need to export out of blender until your done editing? why would you export if you haven't finished?

>> No.981887

>>981875
or you can just export just the mesh and just parent it to the armature that's already there if you prefer the look of it its a hassle tho

https://www.youtube.com/watch?v=bR_Vke__voU

>> No.981892

>>981887
>>981476

https://streamable.com/xxtww5

This vid will burn after 2 days.

But shows you a quick way to export and re-import the mesh and then re-use the armature that's in the base blend.

But I think your been a Grade SS+ Autistic as you don't have any reason to export out and back into blender.

Past this video I'm done here.



File: 924 KB, 1921x1252, IMG_5196.png [View same] [iqdb] [saucenao] [google]
981433 No.981433 [Reply] [Original]

How do I improve sculpting bros? Does this look like I need to know more Zbrush to improve? I feel like I can’t draw the planes and I fuck up on the mouth a lot
I want to improve and I’m really stuck. I’ve been following a head anatomy course and while I have improved a bit-it’s only a little bit, I think I’m not understanding a lot. I know I sound extremely naive in this whole thing, I just don’t know where to start. I can’t keep up in this course and make turd after turd without knowing I’m knowing how to improve after each turd
I bought anatomy for sculptors book too

3 replies omitted. Click Reply to view.
>> No.981441

>>981437
He’s not European. I mean I wanna get better and I will but if there’s something I’m not really getting I would like to know it if possible even if I sound like an idiot haha

>> No.981597

>>981433
https://anatomy4sculptors.com/

>> No.981730

>>981433
what's the copy Bridgman twice of sculpting?

>> No.981731

>>981441
>He’s not European.
Bulgaria isn't in Europe?

>> No.982759

>>981433
>>981434
>Does this look like I need to know more Zbrush to improve?
Maybe? You might want to hit dynamesh more frequently so you don't have your shit all stretched.
Just keep at it anon, this shit's difficult as fuck. It looks a bit like your sculpts are too flat in the face, look at side profiles more.



File: 337 KB, 1900x1316, skelchair3.jpg [View same] [iqdb] [saucenao] [google]
981381 No.981381 [Reply] [Original]

I hate geometry nodes.

So I wanted to get an array that has a offset for example every repeated part is -5 of the original distance.

This is impossible to get in the array modifier (despite the devs being retarded for not including it)

So lets see how I can do this in geometry nodes.
Repeat something node yes???
WTF? What is this shit.

Youtube search.

LOOOK AT THIS GARBAGE!!!!!!!!!!!!!!!
https://www.youtube.com/watch?v=MqXYApfJuPk

Why the FUCK! Are there 2 extra nodes?!
WHY THE FUCK!!!! Can this crap not simple repeat an object?!!!!

Why the fuck do they keep changing this crap all the time!?
When will they finally come up with a non retarded geometry nodes solution.

4 replies omitted. Click Reply to view.
>> No.981688

>>981679
There are the new quantum mechanical nodes coming but they're always in a superposition of being useless and being useless.

>> No.981716

>>981381
This might help you.
https://studio.blender.org/training/geometry-nodes-from-scratch/array-tools/
You don't need to follow the tutorial, just grab the nodes. I use them quite a lot. The circular array is really nice, since you don't have to do the retarded "add array on first object, add empty, rotate empty, add object offset to the array on your first object" rigamarole.
Whether or not the nodes do the exact thing you need, I dunno, but I'm sure it'd be easy to tweak with some basic math.

>> No.981748

>>981716
>You don't need to follow the tutorial, just grab the nodes. I use them quite a lot. The circular array is really nice, since you don't have to do the retarded "add array on first object, add empty, rotate empty, add object offset to the array on your first object" rigamarole.
HUH?

I remember doing something like this like in blende 2.3 and it used something (not geometry nodes) I think it was the particle system

>just grab the nodes
Why are geometry nodes so counter intuitive?

>Learn...
No they keep changing them in every new version. Get your shit together!
I was waiting for the first adopters to get burned however it is blender 4.0 and they keep on fuckign with the nodes!

>>You don't need to follow the tutorial, just grab the nodes. I use them quite a lot. The circular array is really nice, since you don't have to do the retarded "add array on first object, add empty, rotate empty, add object offset to the array on your first object" rigamarole.
If blender was not retarded and god portions of it being stuck in the 90s other in the 2000s they literally give you a extra box in the array modifier that says.
>Offset
So you can do a offset or
>+/- rand
Box next to it will do 99% of what you want to do with nodes without being fucken retarded!

>> No.981762

>>981748
Oh, I see you're just throwing a temper-tantrum and venting for people to agree with you.
Hence you putting words in my mouth. You know, because I never once said anything about you "learning" anything.
I offered up something that might help (an existing setup that you just apply like any other modifier), but you're just looking to sperg out because something was added to Blender that you don't want to engage with.
Don't engage with it then. Simple as that.

>> No.981833

>>981381

geonodes was created as an excuse so that blenderfags and devs can say that it has """"parametric modeling"""" capabilities. you just have to DIY all the presets imaginable to do the most basic shit parametrically.



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981336 No.981336[DELETED]  [Reply] [Original]

As a sad bastard who got a hair transplant, I needed a business that would do realistic photo-rendering of the expected outcome given the number of grafts, site placement, etc.

Nobody seems to do this but there is money in it.



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981331 No.981331 [Reply] [Original]

All RODIN needs is a brief description, a 2D image and within seconds it will generate a 3D mesh asset with the desired amount of polygons that can be exported in formats compatible with Maya/3DSMAX/Blender/etc.
It's currently in a semi-public beta where people can apply, releasing next month.
This is just generation 1 but it's already this good.
https://hyperhuman.deemos.com/rodin

How will this affect the 3D artists?
Mass layoffs in the 3D industry expected?

5 replies omitted. Click Reply to view.
>> No.981382

>>981360
Until we can run these AI models locally this shit will always be censored.

>> No.981384

>>981339
No those were character creator, AI is a fake idea and steals 3D models. If you try to say Mikey Mouse (A public domain character) you get nothing because no one has made him in 3D.

>> No.981385

>>981331
>it's already this good.
:)

>> No.982364

>>981331
does it pass the "3d turing test"? (aka a blender doughnut)

>> No.982558

>>981331
Whenever people talk about a new generative AI that will cause massive layouts, a bunch of legal barriers appear on the way once it gets popular enough. Either that or it's not as good as people claim it to be. Being only used to recreate models that have already been done to death and not much else.



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981323 No.981323 [Reply] [Original]

>Godot
Missing features and lacks artistic improvement to match with Unreal and Unity
>Blender
All marketing PR talk, no real experience in using Blender. Knows nothing about the real reason.
>Open source
Open source projects doing dumb things like glTF animation implementation, dead software, not documenting important stuff, heavy relaying on Blender instead of other 3D software
>Unity and Unreal
They have a monopoly in 3D games, not a single open source can export to console. Open source projects limits artists like you and me with dumb ideas like TIFF format. Heavy restrictions to Windows only. Dumb downloads for developers like Microsoft Visual Studio. None of that matters with Unity or Unreal.

Never trust YouTubers

27 replies omitted. Click Reply to view.
>> No.982294

i swear anyone who unironically advocates for godot is a retard
the main purpose of a game engine is to provide a render engine, physics, audio systems and being able to easily port to different systems
godot is like retarded in all of that so all you really get is a shitty editor and at this point you might just grab an off the shelf render engine and start from the ground up

>> No.982479

>>982294
You're kind of a fucking idiot thinking people dont know Godot is still lacking a lot of tools. His whole video was about going to Godot because it is free and open source like Blender and won't get Jewed like Unity that he was using for the past years. Him taking on Godot and getting people into it is planting seeds in hopes of Godot improving in the future.

You're ignoring a lot of context to make yourself mad.

>> No.982543

>>982294
Its rendering, physics (with Jolt) and audio are fine for my requirements.
If a project needs high-end graphics, Unreal is way better. Otherwise, Godot seems perfectly adequate.
It's saved me a ton of time, and has many useful features that an off the shelf render engine wouldn't provide, like file compression/decompression, support for various file formats, networking, graphics tablet support, and surely a lot of other stuff I don't even know about

>> No.982578

>>982294
>you might just grab an off the shelf render engine and start from the ground up
quit talking out of your ass, retard
I replaced some of Godot's nodes with a custom system and I still use nodes for anything graphics/audio related because it's a lot of fucking work to replace them and they work just fine.
You have never written anything "from the ground up".

>> No.982582

>>981386
Yeah i'm sure toddlers watch pixologic youtube Lives where some random 3d Aurtist rambles incomprehensibly for 4 hours



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981320 No.981320 [Reply] [Original]

So I wanted to specialize in Maya but I see a lot of tutorials in blender and 3ds max too, I would like to learn blender and 3ds max too is it coherent using three modeling package?

>> No.981321

if you're just starting out it's not a good idea to try and learn multiple packages that do similar things.

what do you actually want to do?

>> No.981326

>>981321
3D modeler/generalist

>> No.981327

>>981320
i'd recommend blender or 3ds max, cuz modifiers make your life easier, maya isn't bad but without plugins, its modeling pipeline is destructive.

>> No.981328

>>981326
if you have industry ambitions
for film: maya
for aaa games: maya / max / some blender
for indie games: blender
for archviz: max / blender

this is assuming you actually want to be a modeller which is a very, very specific thing in some pipelines. most modelling skills are transferable b/w dcc's and it takes a couple of weeks to adapt.

if you want to be a generalist you need imo:
blender / maya
zbrush
substance painter
houdini (after 1.5/2 years of the others)
experience with at least 2 renderers ( so you can realise they're all pretty similar)

if you don't want to go into any industry, then just use blender instead of maya/max. unless you want to have a focus on animation and rigging, then go to maya.

max is kinda... i wouldn't recommend it to anyone except very hardcore hardsurface modellers and archviz dudes.

>> No.981342

>>981320
Would recommend you to try all, and see what software “clicks”. In my case, it was Max (for modelling) and Cinema (for VFX).

Regarding modelling: methods that you learn on YouTube are software-agnostic, and you can follow it on the software you like.