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So I was cleaning up my hard drive and I found my copy pasta of what used to be the board sticky.

Part 1:

/3/'s Official README.TXT
If you're reading this, you probably got this linked to you because you posted a
question that has already been asked many many times. Read ahead, and find
your answer.

Scroll to the bottom for useful resource links.

1.) "How do I get started in 3D?"

There are many ways to get started, the quickest way is to actually start
with a 3D program. There are many to choose from, such as:

-3DS Max
-Cinema 4D,
-Softimage XSI
-Blender 3D (Free!)

Once you obtain one the next step is to start with tutorials. There are many
on the net, they range from text and image tutorials to video tutorials. You
aren't going to find a tutorial for everything out there, but most will explain
techniques that you need to adapt in order for you to achieve whatever final
result you want.

2.) "Wow! That's a lot of programs! Which one is best? I heard ______ is best."

You heard wrong, there is no one program that is better than the rest, it has
and always will be the skill level of the artist. Which program you choose is
solely dependent on your own personal taste and which aspect of the 3D industry
you want to be involved in.
Max and Maya are the most hyped and so therefore the most used,
they have the most available documentation online. The interfaces have
a steep learning curve, but there isn't any 3D program you can't learn if you take
the time to use it and follow some tutorials. Go with a generalized package, not a
specialist one.
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>Cee Yee Ay
>trhoudee graphecs

why does he speaks like this?
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The person who wrote this has their entire view of Australians built on crocodile dundee. Maybe 1 per million people sound like that here.

on topic: Who the fuck is this guy?
a dirty autralian.
The ultimate Cycles shill.
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>open source
Just because it is open source doesn't mean you can't shill it.

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Poser a shit Edition
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Last thread was kill, looks like it reached the limit.
>implying crooked Hillary is that skinny
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>getting 3s on /3/

ITT, post your best rendered 3D images of the number 3.
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Holy kek, I didn't even notice that.

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WIP thread is kill once again

previous thread:

new thread here

post yer shit or git out
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There is "knowing" and knowing anatomy, having an overall idea what muscle groups exists and where they are dosnt mean you know their shape, starting and ending points, how any muscle heads each muscle group has or even how it looks from every angle.
Seth execution can be improved on, especially by adding an unified stylization to his skin surface and fixing those 2 rings of blob anatomy in his torso.

My paint was, and still is, to use ref material, always, even f you feel confident in simplicity of a design.
But anyway, just keep working, Working every day and working quickly, by that i mena destructively and iteratively helps best to improve fast.
ty anon, for suggestions, now I'm learning overall interface/workflows of zbrush, by gnomon zbrush introduction courses, I'll start doing things after I finish, this Seth is kinda project on which I'm learning how to use different tools of software, overall courses were not project based so I kinda made it that way
>If you are aiming for animation I would just not bother learning to 3d model characters.
Not the same anon, but could you expand on that?
It was to my understanding that the more things you know, the more chance of success you may have in 3D, whether it be for the industry, or just as a hobby.
I've seen a lot of people preach the importance of being a "generalist" here.
>I've seen a lot of people preach the importance of being a "generalist" here.

there is only 1 thing that is good about being a generalist. which is doing indie work or fill/replace positions within a studio if you are required to do so.

however if you wanna aim high, being a specialist is the best thing you can do career wise. if you live in the states there are alot of big time studious that will hire specialists over generalists
I think you must be a generalist at some level before you start in some specialization, not only 3d but in every medium..
that's the better way to find what you are good at and what you like most of all, then you'll go spec way, I think staying generalist is kinda stopping your progress, you must choose your way at some point

>If you are aiming for animation I would just not bother learning to 3d model characters.
this is fucking dumb IMHO.

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American """"artists""""


holy fuck artist more like autist why is there a whole fucking room devoted to this incompetent fuck who uses shitty 3D "design" software like SKETCHUP and BLENDER
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get fucked
>The fact you need THAT MANY polys to look good means you're shit
>Model for 3D print
Learn how to read before you 3d m8 :-)
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i can taste the tears of you fags. Where's your work? What have you done? At least they can say they did it. Shit or not. Prove yourself if your gonna talk shit
they can't wash the salty taste of all these dicks they have sucked and they never will

Previous thread >531190

Outstanding questions:

What's the difference between subdivision surface and multiresolution in blender?

What's a good workflow for transferring from blender to unity?

What's a good beginners guide to zbrush?

What does the following message in renderman mean?
>An RiMotionBegin()/RiMotionEnd() block was defined which contained either inconsistent subroutines called for the time samples or more time samples than expected. The erroneous data is discarded.

What's a decent resource for .dwg housing plan files?

Comment too long. Click here to view the full text.
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>What's the difference between subdivision surface and multiresolution in blender?

Subdivision surface only smooths the transitions between real vertices. The new vertices created by the modifier can not be edited (until the modifier is applied, at which point they become real vertices). The advantage is that it uses less memory than multiresolution.

Multiresolution works a bit like subdividing in zbrush. The new vertices can be edited in sculpt mode.
What is blender not good for? What programs should I use alongside it to have a full range of tools?
get a dedicated texturing program.
maybe keyshot too because cycles is a pain to setup
OK, obvious next question: which dedicated texturing programs are good and why would I need one?
>which dedicated texturing programs are good?
quixel,3dcoat,substance painter.
get one that fancy you
>and why would I need one?
because it allows you to draw on 4 channels at the same time with hdri.
you also have access to premade materials like wood and metal that make the texturing process faster

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do people make a living from just turbosquid?

I talked to guy once that said he makes about 5,000$ a month from passive income because he has like 500 models on there...

would it be a smart idea to just start uploading models there every other day and build up a portfolio or is it not worth it?

or is turbosquid just a meme?
I mean if you make shitty models like that Charmander guy, don't expect much.

Otherwise you should make decent profit with your plan (if you're good).
Can you make impressive characters, or at least good ones? Or what about realistic arch vis models?

If so, do it. If not, I heard uv unwrapping low poly toon props as a generalist can be okay money.

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I know you have some of your renders from when you started modelling. Let's see em.

Optional: Post alongside current skill work.
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pic related is one of my first renders.

this is newest thing i made: https://www.youtube.com/watch?v=mgfyvl_q2Yg

i really haven't improved a lot
>>this is newest thing i made: https://www.youtube.com/watch?v=mgfyvl_q2Yg
hab gelacht. danke.
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This is mine
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Had a lot of guidance with my first render, so it came out okay. Wish I used some colored lights or something, it looks a bit bland.
this actually looks pretty fun

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> sculptor being idea guy

> never heard of concept artist

> never heard of "sculptor retopo your own fucking garbage and better make it good, the rigger/animator will make you do it again if you're too shit to create actual loops and put triangles everywhere"

> thinking he will start working at Ubisoft with 200 people on one game and not at a shitty wannabe games company that makes smartphone stuff

fucking retard.
Yous seem mighty jelly of my $300,000 minimum starting salary as a Videogames Idea Guy for a major publisher.
roleplaying is allowed now?
>Idea Guy for a major publisher.
>Idea for a major publisher.
>Idea for a publisher.
>Idea for a publisher.

You absolute collossal retard.
i'm only here for the memes. why else would anyone go on 4chan?

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What software/plugin is this?
Autodesk Maya ?
Correct me if I'm wrong, but this is Pixar's marionette? Don't they share assets? If not, this might just be something they custom made for the animators.
Frozen was made by Disney though, not Pixar.

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Lads I found proof an actual real fucking pro walks among us.

Yes the person who made THIS browses here holy fuck... Cesar Zambelli!

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>Give me the tools, and I could do the same.

no, you couldn't. tools make things easier a lot of the time and raise the quality bar, but there's still skill involved. you're downplaying it because you don't like the unoriginal content

>Blender, has been extremely difficult for me to use.

because you lack the skill and the motivation to create the content you want to see with it. Blender is a perfectly capable tool nowadays - you can model, rig, animate in it. You can texture for free with Mari non-commercial. You can composite for free with Fusion, for the average hobbyist it is perfectly adequate. You can grade for free with Resolve. You may not be able to afford a top-end setup, but even with low income it's unlikely you can't afford something adequate with a small investment.

>With those same trial softwares I was able to use all of them to do what I wanted

I doubt it.
Seriously I hate blender. The sculpting tools are terrible. Nearly every procedure in blender requires five extra steps to do any one thing in zbrush, maya, or 3d studio max. Blender is free, but it is by no mean user friendly.
I'm not a blender user, I actually primarily use maya. I agree it doesn't seem adequate as a sculpting tool but for everything else it's honestly fine. People do good work with it. The reality though is that being able to use whatever tools you have and pick them up is part of the skill of the 3D artist; it is not a separate aspect like you make it out to be. If you think blender's hard, try learning houdini to an advanced level.

And if you really want to use maya, just use the educational version. Since you sound like a hobbyist you have nothing to worry about, even pros are not 100% legal most of the time.
blender user for almost 2 years here, here is my take on why learning it can be difficult.

>90% of the tutorials aim at beginners. only place where you can get masterclass/expert tutorials is at lynda or cgmasters
>only roughly 10% of the blender community is making top art which is something you can inspire from.
>muh cycles is occupying the community too much, its just a render engine. people should focus on making content.
>can't handle high level sculpting and big scenes because it does not have the memory optimization of max

despite all that the operations like modeling,uv unwrapping are very quick. with the keyboard shortcuts you are just breezing through it
lots of people in Germany can't find an art school to get into just ask my friend Adolf

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Which duck is the best, Duck A or Duck B ? You vote !
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West philidelphia borm and raised?
He looks like a fugly duck, can I model him?
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Didn't want to go overboard with the triangle count
>That useless edge on the beak
Come on, anon

Anyone actually bought this model ?

I'd really like to have this to fuck around but it's so fucking expensive and i can't find it anywhere for free. Anyone bought it ?
Yeah I bought it, Get a job. I'm not giving it to you.
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>Tfw I thought I saw his face
I will buy it and share it if no-one is ready to do it already.

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Awesome new tools by the Quixel team :o
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is this the same thing as Allegorithmic's substances?
If you want. But having a larger library is always better.
No, that's extremely doubtful. From what I've seen from an Epic Games presentation about 3D scanning for the Kite demo, this kind of thing is going to be handed of to a dedicated team who will then hand off the raw scanned data for to another team for preparation for use for environmental artists.

It's not trivial work.
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It's shit.
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cgp will have it soon

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