How long to reach this level?
>>992993'bout three fiddy
2 weeks learning CAD and rendering or 5 years torturing yourself with Blender
>>992993it doesn't take as much experience and skill as you'd think to make a good model, just a lot of time actually making the model and attention to detail
>>993008Is CAD really that good? Or is it just Blender is so shit? If it’s CAD, why?
>>993110hes just being a retard, cad isnt THAT great for 3d art, and it would take you a few months to get to this level (given that you actually learn for this, not lets say animation or smth else)
>>993143cad is superior to blender poly modeling when it comes to complex and pinpoint micro detailed modeling + length measuring when going after referencesfirearms are done in CAD software like fusion360 and they have features built in to make life easieryou only use blender for props
>>993110CAD is great for manmade objects and hard-surface models like the OP image, it's entirely useless for character models or organics. The reverse is true of poly modeling.
>>99299310
>>992993All geometry here is hard surface modelling, so it's kinda something you don't need any real artistic motor skills for, because you will do all of this with mouse by manipulating objects on fairly abstract level. But there's a lot of intricate detail and materials and rendering will also take quite some time and experience, even though I don't see anything tricky like non-standard NPR shaders or whatever. If you try really hard pretty sure you can learn all you need to do this in few months (maybe even in few weeks tbqh), but it doesn't mean you will be able to do this in few days. I would expect this project to take two weeks or more on basic-average level. Doing the casette alone is already quite a project on its own. Ofc if textures/materials are sourced from elsewhere it makes it easier.t. cg newbie of little less than 6 months
>>992993>preparing CAD for photorealistic 3Dthanks for the PTSD anon
>>993160>>993172>>993510Real life models have imperfections that CAD doesn't address. A plastic injection molded object is different from the CAD model depending on the cooling cycle, the material used, the postprocessing etc. Things like large flat surfaces becoming progressively wobbly the further from the injection point they are, parting lines, etc. if you really really want that lifelike look you'll have to do it with polymodeling. And that's not even taking into account things like abrasion smoothing or other wear that comes with the object's age.Also, if you're modeling for games, objects usually require different bevel radii than IRL.
>>993172>>993613> CAD is great for manmade objects and hard-surface models like the OP image, it's entirely useless for character models or organics. The reverse is true of poly modeling.> if you really really want that lifelike look you'll have to do it with polymodeling. And that's not even taking into account things like abrasion smoothing or other wear that comes with the object's age.Omg, I always thought polymodeling is manually manipulating vertices/edges/faces in edit mode.But it sounds like you're talking about sculpting, because that's how you do complex organic shapes or add lifelike detail.
>>993613>Real life models have imperfections that CAD doesn't addressYes but Substance will get you there. I think sculpting your imperfections one by one in poly is a massive loss of time. This was made in plasticity for instance.
>>993617> sculpting your imperfections one by one in poly is a massive loss of timeYou can use alphas or even modifiers in some cases. I also think a lot of those "imperfections" can be done as textures though.
>>993613if you're modelling imperfections in injection-molded plastic you're an absolute retard, all of that is just done with materials and texturing you cannot seriously think dragging vertices around to model scuffs in plastic is a reasonable idea
Hot take: sculpting fine detail like every scratch, pore and fine wrinkle is only done because Zbrush allows you to do it In a world without Zbrush that would be done with normal map texturing
>>993714everyone in this thread is an african employed "3d artist" living in mozambique
>>993719taught by blender guru
>>993714Sculpting these details gives you more control, more variety, more interesting surfaces, works properly procedural masks instead of hacky solutions. Doing all of that after the fact also means your normal textures will be projected over the lowpoly mesh with no respect to baked creases&cavities resulting in a flat unnatural look
>>992993Gorgeous concept i'd buy that. I remember loading games in Amstrad CPC 464 with tape as well.
>>993723the only answer in the thread which is not from an african "3d artist" living in mozambique
>>993710I'm not modeling scuffs in plastic you idiot. Plastic injection molded parts are visibly different in shape to the CAD model they are based on.
>>993777if you're injection molding dollar store shit from china maybe
>>993008This is extremely easy to make with Blender
>>992993Literally after finishing the donut course
>>9929936-12 months depending how fast you learn.
I'm scared to start learning
>>995132Just dive in bro.You don't have to learn everything about everything all at once.
>>995132I'm learning too bro dw just start with baby steps and lets git gud
>>993008>>993160>>993172Oh look it is the CAD schizo.Stop listening to this retard daily reminder that CAD fag can not model even the most basic things even in CAD.Using CAD is retarded you do not need that le perfect curve that is at this angle and has 0.00000001mm perfection.You do not need this shit and CAD from my own reserch is retarded self torture. I have seen some cad guy be proud of doing something in cad that is dificult however less then trivial in blender.My advice anon learn blender, only the youtube learning blender community is useless cancer that will teach you nothing. So learn how to use blender then watch tutorials for comercial software and use these skils to model in blender. It is the heepest+legal option however takes time.
>>995132Just do it. You're in a way better place than people 20 years ago were, there's so many tutorials about everything. You don't have to find the perfect, most efficient order in which you learn different aspects, just start with something and you'll figure it out. At first it's a bit disheartening when your models don't turn out as you had them pictured in your mind, but a) it gets way better, fast, and b) no one's models turn out 100% like they wanted to. No one's.
Damn I should have read this thread years ago.Here's me starting off in CAD, moving it to zbrush if I need to, and then taking it into blender for the low poly. Didn't realise that you can only do one, and that everyone who does the one you don't do is an idiot.
this board sucks but if u want some true advice have u considered using hard ops/boxcutter, it's a nifty tool that helps with adding details to ur models kthxbye
>>996001Who made this again?
>>996001We are no going to use your software for kids, let the grown up talk and go play with your toys blender fag
>>997330K.A. Kim.
>>993008>>992993CAD is useful if you're actually trying to produce that case and need to find measurements/interference/tolerancesIt'll be easier through poly modeling because with poly you won't be fighting with all the dimensions and constraints.Modeling most of this shouldn't be hard. It's just extrudes, loop cuts, etc.Rendering is a bit more tricky.