Is using ai as a refrerence for your characters bad?
Reference your imagination you FUCKING FAGGOT
>>1026861I did, but I can’t draw at all so I asked Gemini to come up with a character design. After several iterations the character looks nice.
>>1026862I’m just wondering if it’s ethically ok to use ai generated art as a base when making 3d models
>>1026863Who gives a fuck /3/ isn't a church
>>1026864Lmao thanks, it’s just cause I’ve seen niggas on /ic/ mald over ai generated art
>>1026867Yeah that would be me and I do it because you think that it matters
>>1026860The problem I see with AI references is that you get used to little wrong things in them and learn, internalize those little wrong things as something normal which eventually degrades your visual vocabulary and visual intuitions.
>>1026862>I can’t draw at allYeah you'll fit in /ic/ fine. Here is for people who can't model at allIn both case, just practice
>>1026864Tell that to the rest of the board.
A majority of people in the art community get very twitter brained and say using AI at any level will taint your projects forever, but I kinda get it.You can grow reliant on it to do the work for you, and the fact it's using other people's work might bite you in the ass later, like if your characters turn out looking too similar to another artist's.
>>1026860A guy I worked with did that. Honestly his render kinda looked ai even though he modeled it himself
>>1026860I wouldn't trust any anatomy generated by AI. A better question is what exactly are you trying to get from away that you can't just get from a google image search?
>>1026905>A better question is what exactly are you trying to get from away that you can't just get from a google image search?Generating custom character designsI'm fine with using other sources for accurate 3d anatomy.
>>1026861You ALWAYS use references in art, especially in 3D where you need to tweak so much.>>1026860It is commonplace today for professionals to do so. And it is a low cost way to test out render styles and compositions.
>>1026923I recently came to conclusion that if you work solo ideally you want to be concept artist first and then 3d second, because the productivity of 2d sketching/concepting is unmatchable in 3d where everything needs 10x if not 100x times more work/effort, which will prevent you from iterating on ideas quickly. But there are some important exceptions to this:1) Big shapes / proportions blockouts: especially when you're dealing with architectural stuff it is very beneficial to blockout big shapes in 3d and then proceed to 2d to sketch details on top of them, this will save time dealing with perspective, etc, it is very fast to scale/move rotate / proportional transform big shapes in 3d to get large scale silhouettes right2) Sculpting: well this is basically like drawing, so it can be very rapid and you can try a lot of ideas fast as well, but it's also stronger in some things than 2d concepting, and in others it's weaker. It doesn't make any sense for inventing patterns for example. It's great for inventing organic shapes like trees, etc.Also I think a lot of 3d is actually quite grindly and 2d->3d AI might be a nice thing to turn your own concepts into 3d. Especially when it can do proper topology. There's often little creativity in transferring detailed concept art into 3d, it's something worth automating.
>>1026863Ethically one query costs about $2 of electricity, plus water and pollution. Everything costs something at the end of the day, its up to you to decide if your consumption is ethical
>>1026931>Costing waterThe Earth is covered in vast oceans retard. Water is not scarce even in desert countries.
>>1026933Vast oveans that are full of salt and shit, that make it unusable for both cooling and drinking without expensive purification
>>1026931ChatGPT went hilariously hard defending itself on your take, just ask yourself next timehttps://epoch.ai/gradient-updates/how-much-energy-does-chatgpt-use
>>1026940Desalination is not expensive.
>>1026940>>1026944Well ackshully chinks started building underwater data centers deep in the ocean to have that cooling for free without desalination.
>>1026933try replacing the water in your AIO with sea water and see what happens.
>>1026948How do you think the 100 million people on the Arabian peninsula get fresh water?
>>1026860Honestly I'm going to try and go all in on 3d art. Considering 2d is just too difficult and is less reusable. In general you'll spend hours on an artwork that you can only consume once compared to 3d models that can be used infinitely. Though a lot of it is very tedious.>>1026869We all consume AI content nowadays so your mind is getting poisoned either way.
>>1026973Bruh read >>1026929. It is very hard to do good 3d art if you're not already a good 2d artist... It's certainly possible in some limited niches, but not really in general. When you watch tutorials and courses etc, pay attention to what they say about references and concept arts. You will soon notice that things are very rarely invented in 3d. Almost everyone works by transferring already invented things from 2d to 3d. And invention is most often done by separate people called concept artists. And great 3d artist portfolios you will find on Artstation will often be showcasing projects that are done by closely following a detailed concept art of someone else. Anyway, maybe your niche is compatible with what you want so take this with a grain of salt. If you're going for some giant architecture renders, or some massive spaceship clusterfucks, or abstract geometry, it might make sense to invent everything in 3d.
>>1026981I'll also add that it took me a lot of time just to develop a better attitude and more realistic outlook of different things in this area.
This is your first ever 3d model when you've been painting for 12 years:https://www.reddit.com/r/3Dmodeling/comments/1s48kzs/my_first_model/
>>1026981Most of them use preexisting art references as a base, and with AI you can nail down your ideas to a better extent quicker than drawing with nano banana from Google. Especially when you are an ametur.I already know it is better to consider stuff like color theory and shape language I am just terrible at translating it quickly in a drawn format especially without nano banana as a base.If nano banana didn't exit I'd take your post more seriously but you can quickly iterate good designs with it.
>>1027000I already have like a ton of references or artwork I like personally. And I mainly want to make game ready models not stuff with a lot of shading, so it isn't that deep.
If y'all want an amazing demonstration of concept art work, watch this:https://www.youtube.com/watch?v=EVc2B82xj8QThis work is basically to brainstorm as many ideas as possible. References are ofcourse used but not in a way 3d artists use them. Concept artists are very comfortable with just taking any single little detail or shape from reference and rapidly remixing it together with other stuff. Once you understand how rapidly it is possible to generate countless elaborate detailed ideas in 2d, you should pay attention to how much effort it takes to design things in 3d and compare. It's often much better in 2d, but it can also be better in 3d depending on subject matter.
>>1027001You don't need to delve into drawing like these other retards are telling you. The vast majority of professional 3D artists learn purely 3D from some university program or courses until they can build a portfolio that can get them hired.
>>1027040Keep in mind, that you will not be inventing anything in this case. You will be taking something a 2d artist draw and transferring it into 3d.
>>1027040If you just want to be a 3d technician then sure, but all those jobs are taken by "the vast majority of 3d artists(indians)".If you're solo then you either need to steal concept art or make it yourself.The good news no one's brought up is that concept art and image planes don't need to be that well drawn to be useful. Immaculate perfect image planes and detailed accurate drawings are better, but however less than that you have all you need is to compensate while modelling. If a feature on the side and front doesn't line-up in 2d, you as the 3d modeler just have to pick one and stick to it. Lookat it in 3d and make it look right in 3d. Youre not obligated to show anyone your janky image plane sketches. They can be rough or shitty as long as when it's 3d time you're paying attention.
>>1027065That's a good point, but imo it's a bit different when it comes to environmental/architectural concept art. I think it requires somewhat stronger 2d artistry even to sketch that in a useful way. Maybe it's because in this case you inevitably have to deal with perspective and composition in 2d, which is less straightforward than turning on mirror and sketching only front view, and then retroactively derive side view from that. Anyway, that's just my struggles on figuring out how to approach it. I'm aware it might be easier to blockout big shapes in 3d and then sketch on top of render, but you still need very strong 2d perspective/composition skills even for those details. This is my current level at sketching architecture, which is basically just inventing flat symmetric patterns using mirror on top of flat basic geometry. And this is the level that I consider useful: https://www.pinterest.com/pin/38773246789654812/https://www.pinterest.com/pin/15692298697306056/https://www.pinterest.com/pin/11329436558995909/
>>1026860instead of asking, just use it as part of your creation tool lol. and it saves LOT MORE hassle from paying some trannis with ridiculous NDAs about their characters like I don't care all about that.
>>1027094To add to this. There's no reason you need to go around telling anyone you used ai references. Show off the model you made, not your image planes.