Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Synthbuttrange
May 6, 2007

Not mine i was just passing it along!

Adbot
ADBOT LOVES YOU

ImplicitAssembler
Jan 24, 2013

Synthbuttrange posted:

Yeah, its a good program but made by wackadoos.

Maybe start tagging all all the nude & violent artwork with "3Dcoat"?

Kanine
Aug 5, 2014

by Nyc_Tattoo

this makes me reaaalllly want to make a synthwave environment in unreal 4

ImplicitAssembler
Jan 24, 2013

Kanine posted:

this makes me reaaalllly want to make a synthwave environment in unreal 4

Well, the 'making of' explains a lot! You can see it's technically well made, but still done with the imagination of a 12 year old! (That is meant as a negative, not positive!)

Also, that is one of the most stupid way of creating a movie I've seen in a long time.

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

Odddzy posted:

Sounds like someone at 3D-Coat believes in Jesus.

Although, now that I think about it. I am real tired of going on artstation and finding stuff that's basically almost porn or related to it with no filter applied on it.

In trending, I've found these things and you know, it's alright in the context you shouldn't lose a licence you've bought to create this stuff, but I kinda hate it when I see guys looking at this stuff at work. I think it's gross.

https://www.artstation.com/artwork/4JQa2
https://www.artstation.com/artwork/JLGAa
https://www.artstation.com/artwork/D46nR
https://www.artstation.com/artwork/zye6Q
https://www.artstation.com/artwork/2J3dy

The second one is the typical art school "Please don't use porn in place of a live model as reference for your studio project please... we can tell".. the others don't strike me as particularly outlandish than whats typically seen in the industry...

..the last game company I worked for had all concept artists that basically did stuff for work day in and day out, the game's research showed that sexy/handsome characters/skins sold way more than "ugly/weird" characters in the target market, assuming your product/project can capitalize on character IP design. [something that seems to be overlooked on a bunch of game titles, that's free money they're really missing out on]

And yeah, some big guns are using 3dcoat, they wouldn't pull a license on them over it.

Kanine
Aug 5, 2014

by Nyc_Tattoo
do you ever think about how much of a shitfit a lot of the "gamer" community would throw if a game dev studio made moves to unionize.

like drat just thinking about it makes me feel like gamergate would pale in comparison to the level of toxic reactions/death threats/harassment/etc.

Ccs
Feb 25, 2011


Gamergate was about women though. That hits a lot more emotional shitfit beats than something like labor organization.

mutata
Mar 1, 2003

There would definitely be some smarmy anger from the peanut gallery, but I think the bulk of the resistance would obviously be from employers. Now if you're suggesting that employers would appeal to gamers and weaponize them against devs, then.. well yes, I think they would do that too.

Kanine
Aug 5, 2014

by Nyc_Tattoo

mutata posted:

There would definitely be some smarmy anger from the peanut gallery, but I think the bulk of the resistance would obviously be from employers. Now if you're suggesting that employers would appeal to gamers and weaponize them against devs, then.. well yes, I think they would do that too.

that's what im getting at really. also it would be the perfect storm of talking heads on the right like ben shapiro or jordan peterson along with reactionary game reviewers/streamers/etc. latching on to it as a catch-all as something to blame all their complaints about since they know their audience will eat that poo poo up hook line and sinker. along with it playing into their present worldview of "those insidious commies/feminazis/etc. are infiltrating gaming to take it away from us white men who it should belong to." like holy poo poo when (and i mean when not if) game studios start to have a real union movement there's going to be a perfect storm. there'll be movements to boycott any union studio along with mass bad reviews/attacking any journalists that defend them/give good reviews to their games/etc.

mutata
Mar 1, 2003

Eh, that's a lot of lopsided doom and gloom, I think. It will certainly spawn elements of that but I think there will be plenty of parties who are on the pro side as well, including journalists and gamers. It's not gonna happen for a good long while in any case. Devs have demonstrated that they're willing to put up with A LOT before they get really upset enough to risk blackballing themselves for change.

Unless someone cracks a formula for anonymous unionization movements :P

Kanine
Aug 5, 2014

by Nyc_Tattoo
i guess it's hard not to expect that to happen after being exposed to gamergate heavily on twitter when it happened along with doing a lot of research on neofascist movements since im involved with different antifa groups and just seeing all the puzzle pieces that could easily fit into place

Kanine
Aug 5, 2014

by Nyc_Tattoo
oh also before i forget game workers unite is doing amazing work https://www.gameworkersunite.org/

Kanine
Aug 5, 2014

by Nyc_Tattoo



making progress on another custom blaster model. trying to go with a light machine gun kind of look for this one.

echinopsis
Apr 13, 2004

by Fluffdaddy
https://forums.somethingawful.com/showthread.php?threadid=3858212

I made a thread in YOSPOS about blender. it's interesting maybe. go have a look if you care

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

Kanine posted:

do you ever think about how much of a shitfit a lot of the "gamer" community would throw if a game dev studio made moves to unionize.

like drat just thinking about it makes me feel like gamergate would pale in comparison to the level of toxic reactions/death threats/harassment/etc.

I don't recall there being that much of a backlash when the voice actors via SAG-AFTRA went into strike mode. EA was picketed in WestLA @ Playa Vista by a few unions. The one big sticking issue was, they wanted residuals like for animation/tv/film. In the end, they didn't get that but they got a few other things.

I remember it was impacting the project we were on since we were using guys on our team for scratch voices [one of which wound up in the final piece because we didn't know our editor/motion graphics guy had such a voice range.. lol].

You've already got the voice actors unionized. Next up would probably be artists, with anyone tech being last to join.

Big K of Justice fucked around with this message at 14:51 on Jun 4, 2018

Love Stole the Day
Nov 4, 2012
Please give me free quality professional advice so I can be a baby about it and insult you

echinopsis posted:

https://forums.somethingawful.com/showthread.php?threadid=3858212

I made a thread in YOSPOS about blender. it's interesting maybe. go have a look if you care

Was excited to bookmark a thread about Blender but then I scrolled down and saw a gif of a gun shooting piss into a coffee cup and had second thoughts.

Ccs
Feb 25, 2011


Big K of Justice posted:


You've already got the voice actors unionized. Next up would probably be artists, with anyone tech being last to join.

I look forward to Canada getting a lot more game work if this ever happens lol

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

Ccs posted:

I look forward to Canada getting a lot more game work if this ever happens lol

I saw it sorta happen on a kids show back in 2000 or so. Voice actress in LA was making a few grand per show [tween kid] and wanted more money for seasons 2 and 3. Productions response was to hire someone out of Vancouver who did it for $300 a show. Good enough considering it wasn't the main character.

That being said there is only so much production capacity in Canada. Canadian studios could leverage it but they won't.

Ccs
Feb 25, 2011


They can't just get visas and import talent from elsewhere? That's what animation studios do when they can't find local talent.

ImplicitAssembler
Jan 24, 2013

Ccs posted:

They can't just get visas and import talent from elsewhere? That's what animation studios do when they can't find local talent.

It's harder to get visas now compared to a couple of years back. It's also not all that easy to attract good people to move abroad.

cubicle gangster
Jun 26, 2005

magda, make the tea
Visas are the worst. I have to loose my best team member for 6 weeks because he's got to go back to the UK and have another embassy meeting for a renewal.
I'm glad I was able to transfer to a green card easily but I've also got 2 other people who are also going to have Visa issues coming up out of a total 6 artists in our studio. It's relentless and I hate doing admin.

Ccs
Feb 25, 2011


Looks like I'll be facing my first CG industry layoff after 4 years in mid-August. It's been a good run of consistent work. Now I'll have to look towards one of more expensive provinces like BC where they won't pay more but my rent will double!

SpoonsForThought
Jul 1, 2007

Comfy Fleece Sweater posted:

These are beautiful vistas, like what percentage of these images is your work? Is it all CG?

The only part that is CG is the single tower. Half of doing archviz well is finding and editing background photography. For this project I'd say I spent probably close to 20 hours doing nothing but looking through photos to find the right ones. I bought some off of shutter stock and had to do a ton of work to them, didn't realize just how noisy they were in the 1k pixel preview.

Comfy Fleece Sweater
Apr 2, 2013

You see, but you do not observe.

SpoonsForThought posted:

The only part that is CG is the single tower. Half of doing archviz well is finding and editing background photography. For this project I'd say I spent probably close to 20 hours doing nothing but looking through photos to find the right ones. I bought some off of shutter stock and had to do a ton of work to them, didn't realize just how noisy they were in the 1k pixel preview.

Great job, love it👌

echinopsis
Apr 13, 2004

by Fluffdaddy

Love Stole the Day posted:

Was excited to bookmark a thread about Blender but then I scrolled down and saw a gif of a gun shooting piss into a coffee cup and had second thoughts.

someone gifted us with this

Funddevi posted:

i'm out of practice and this took too long to bake & render but I hope you enjoy it anyway namaste


echinopsis
Apr 13, 2004

by Fluffdaddy
thats yellow gravy in case anyone is wondering

a hole-y ghost
May 10, 2010

good gravy!!

Kanine
Aug 5, 2014

by Nyc_Tattoo


working on a planet for the skybox in a star wars project in ue4

Synthbuttrange
May 6, 2007

Belts should go on the waistline :|

Comfy Fleece Sweater
Apr 2, 2013

You see, but you do not observe.

Synthbuttrange posted:

Belts should go on the waistline :|

Listen it’s hard to lose weight ok

ijyt
Apr 10, 2012

Don’t forget to have the ring cast a shadow on the planet too.

Kanine
Aug 5, 2014

by Nyc_Tattoo
im doing a writeup on a few different facebook groups im in as a primer on how to start learning to make 3d art for games (mostly environment art because that's my primary area of knowledge)

ill be including good tutorial links for major software, links to communities like artstation, polycount, etc. ill also be including some links/tips to learn essential art skills like composition, color, tips on observation, finding reference, etc.

what are some things you really wish someone had explained to you when you went into 3d art? for me when i was starting out a good explanation on normal map baking or the essentials of how lightmaps/light baking work would have saved me a lot of effort so ill be including stuff like that in there.

what do you think are some things i 100% must put in this primer?

cubicle gangster
Jun 26, 2005

magda, make the tea
The biggest thing I struggled with in the early days of learning how to model was over planning in an attempt to get things right the first time. Models are so easy to chop up and reconfigure, getting something wrong is easily fixed when working and should not be a concern before starting. I guess that's more of an idea than a thing, but it might be worth reinforcing.

Comfy Fleece Sweater
Apr 2, 2013

You see, but you do not observe.

Kanine posted:

im doing a writeup on a few different facebook groups im in as a primer on how to start learning to make 3d art for games (mostly environment art because that's my primary area of knowledge)

ill be including good tutorial links for major software, links to communities like artstation, polycount, etc. ill also be including some links/tips to learn essential art skills like composition, color, tips on observation, finding reference, etc.

what are some things you really wish someone had explained to you when you went into 3d art? for me when i was starting out a good explanation on normal map baking or the essentials of how lightmaps/light baking work would have saved me a lot of effort so ill be including stuff like that in there.

what do you think are some things i 100% must put in this primer?

Sounds like something that shouldn’t be limited to facebook, hope you make it available elsewhere

mutata
Mar 1, 2003

cubicle gangster posted:

The biggest thing I struggled with in the early days of learning how to model was over planning in an attempt to get things right the first time. Models are so easy to chop up and reconfigure, getting something wrong is easily fixed when working and should not be a concern before starting. I guess that's more of an idea than a thing, but it might be worth reinforcing.

Yeah, as a young artist I sunk a lot of time into trying to "fix" something when I should've just started over or hacked off that trouble area and rebuilt it or what have you. One of the biggest mindset things I learned as a student was to not allow the model to dictate my decisions. Don't let existing topology control your topology decisions. Don't let an awkward pinching area of welded vertices control your flow decisions,etc. YOU are the modeler, YOU tell the model what to do. Delete the lovely area, redraw the topology you want. If it feels awkward, redo that area. Hack off limbs. Demolish problems and rebuild them. You get to control your work.

Kanine
Aug 5, 2014

by Nyc_Tattoo

Comfy Fleece Sweater posted:

Sounds like something that shouldn’t be limited to facebook, hope you make it available elsewhere

hm, i dont really have a blog or any other places to post. i suppose i could make a polycount thread but that would be pretty redundant

Kanine
Aug 5, 2014

by Nyc_Tattoo
oh also i realized i mostly use google images and flickr for finding reference but should i list pinterest? it's been useful sometimes but i dont use it a lot so im curious if other people use it much. also ill prob list some more specific sites to find ref like forgottenweapons.com, along with some really good tumblr blogs/twitter accounts.

Putty
Mar 21, 2013

HOOKED ON THE BROTHERS

Kanine posted:

what are some things you really wish someone had explained to you when you went into 3d art?

One of the things that took me eons to understand was Channel Packing.

http://wiki.polycount.com/wiki/ChannelPacking

mutata
Mar 1, 2003

Kanine posted:

hm, i dont really have a blog or any other places to post. i suppose i could make a polycount thread but that would be pretty redundant

At least post it here for us to consume :)

Adbot
ADBOT LOVES YOU

Ccs
Feb 25, 2011


Putty posted:

One of the things that took me eons to understand was Channel Packing.

http://wiki.polycount.com/wiki/ChannelPacking

Is this the same as controling vertex color with maps? That's something that's apparently super useful for controlling cell shading, but I can never figure out what the graph in Maya would look like, or where to plug in the maps to properly control shading on certain facing angles, etc.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply