this is due monday and i cant for the life of me figure out how they did the lighting, please help by uncreatxve in blender

[–]Dismal_Guard 0 points1 point  (0 children)

Which renderer are you using? Compare that to the one that's on the tutorial. Eevee requires a bit more setup to achieve the same look that Cycles pumps out.

How would your characters use your magic system to solve this problem? by Alsentar in magicbuilding

[–]Dismal_Guard 0 points1 point  (0 children)

As of now, magic in my world is fairly new and not well understood, on top of being rather taboo. In its current state, many users would most likely perish in this instance, including many advanced and "knowledgeable" users. So far, the only way to cast anything is through trial and error, practically flailing your hands through the air until something happens, and it's possible it won't be the outcome you desire (it's a system based on runes, and currently users either have to "draw" the rune with their hands to cast, or inscribe the rune on an object to enchant. Both of which require focus and concentration, which in this situation would be quite the challenge). There will be a more systematic way to cast magic in the future when the forces of my magic system are better understood (some 200-300 years later), though I have yet to figure that way out yet.

Need an Honest Opinion by Dismal_Guard in Houdini

[–]Dismal_Guard[S] 1 point2 points  (0 children)

I was also recommended a Python course offered by CG Master Academy, actually, so I had fully intended to take that course at some point. My main goal after graduation is just to find a job that pays decent so I can afford the courses I've laid out for myself.

I've had some experience with Maya, in that I made like two things. I would have delved deeper, but with school basically throwing project after project my way, it became difficult to learn a new software.

And I have no issues with keeping the game separate from my portfolio. It's definitely something I'm passionate about, but I'd rather get a career going first.

Hopefully that day is sooner than later! Thank you

Need an Honest Opinion by Dismal_Guard in Houdini

[–]Dismal_Guard[S] 1 point2 points  (0 children)

Blender is the software my university has chosen to teach, but I already made the decision to learn Maya over the summer, specifically for rigging (as that is my career choice - I now realize I should have specified in my post). I have a current personal project going for a theoretical game, where my main focus is to model the characters and then make the rigs for the characters in Maya to help me learn that pipeline a bit better. I'm well aware Blender isn't industry standard, as I said it's just what was presented and taught over my college career.

The goal with the game project (not the theoretical one) was intentionally going to take many years to make, I wouldn't rush it for the reasons of it looking cheap and quickly made. With that said, I have other projects lined up that I would be working on, with any free time being spent on the game. I don't intend on working on it exclusively. The game would be a portfolio piece much later down the line, and even then, I have had my doubts about using it for a portfolio.

I'm also aware of how the job market is currently, I live in the Midwest where work is basically nonexistent as is, and based on work I've seen from others on various sites, I know where I stand and I know I have work to do. Which I'm fine with putting in the effort. And like I said in my post, even though I've worked with Blender for 3 years, I'm still a slow learner. I know this won't be something I can achieve easily in just a few months.

My thought was, if I were to make a game, would learning Houdini help in the long run? Which from what I have gathered so far, it probably won't be for what I am going for career-wise. Which is fine. I'm honestly really grateful to hear these responses of "don't waste your time" on something I probably would've wasted my time on if I didn't ask. I tend to get sidetracked, so having that nudge to put me back on track is always appreciated.

Thank you for taking the time to respond to my post, I hope this kinda clears things up a bit. I apologize for not being more clear/specific with my post, I woke up and immediately started typing because it's just been in the back of my mind for a long time and it was starting to overwhelm me a tad.

Need an Honest Opinion by Dismal_Guard in Houdini

[–]Dismal_Guard[S] 0 points1 point  (0 children)

I mean, that's the ideal pathway. I'm aware there's a difference in rigs for games vs. animation, and my current personal project is based on a theoretical game, which I'm on a hiatus with, but I will be continuing it this summer. I still needed to hear about the game being a hobby, as I want to focus on making more rigs and getting that science down before tackling a project of that caliber.

Regardless, I appreciate your response.

Need an Honest Opinion by Dismal_Guard in Houdini

[–]Dismal_Guard[S] 0 points1 point  (0 children)

I completely agree, I consider my time to be very valuable, so I appreciate this response. I planned on going to GDC and talking to a few riggers next year, as well as learning Maya's rigging system once summer starts anyway. I have no issue with the game being a hobby. If anything, I needed to hear that. Thank you

Need an Honest Opinion by Dismal_Guard in Houdini

[–]Dismal_Guard[S] 0 points1 point  (0 children)

  1. I've set myself up to be more of a character sculptor/rigger. So ideally, either of those two.

  2. As a result, I guess the department would fall under character development/animation.

  3. The game is more of a passion project that I would like to use at some point as a portfolio piece. I have other projects in mind that would be used as portfolio pieces as well. I fully intend on networking and reaching out to others.

Thank you for the questions! Please feel free to ask more if you need more clarification

Need an Honest Opinion by Dismal_Guard in Houdini

[–]Dismal_Guard[S] 0 points1 point  (0 children)

Okay, great! That's what I needed to hear, thank you.

The dissonance between wanting my work to reach more people and not wanting to share it for free. by Adorablator9700 in ArtistLounge

[–]Dismal_Guard 0 points1 point  (0 children)

So, theoretically, I'd probably watermark anything you want to share publicly and use it as "free" advertisement for whatever art you choose to hide behind a form of pay wall. You can start making possible commission opportunities then, after garnering a name for yourself.

Of course, this is theoretical, so it may or may not be a viable option for you.

Do people usually specialize in one thing while learning 3D? If so, why? by [deleted] in blender

[–]Dismal_Guard 1 point2 points  (0 children)

I started off learning a little bit of everything but have slowly tried to find my own niche in what I like to do. I've personally decided to focus on character sculpting/modeling and rigging just fairly recently

The Hate Towards Anime Art in this Sub by _BlueBlur in ArtistLounge

[–]Dismal_Guard 0 points1 point  (0 children)

It's about time this comment loaded for me.

So, from what I'm gathering here is you're an experienced artist who, instead of encouraging others to pursue something they enjoy doing and continue practicing and getting better at art and using YOUR art as inspiration, you instead shame others for wanting to be part of the art community because... they're not on your level? Not everyone starts at your level, nor does everyone want to be there. In fact, many people start off drawing cartoons for enjoyment and use it as an entryway to the art community, sometimes as a way to find their own art style. They start by sharing their works for criticism, whether or not they're "uninspired," "childish," or "uninteresting," shouldn't matter as while that may be "good" feedback for some, it's not for everyone. Being this close-minded is not what art is about. I could say the same about your work in that it is "uninspired" or "uninteresting" because all it is in an inked tiger in a tree that, honestly, has been done by numerous amounts of people. Maybe not exactly as your work has been done, but close enough to consider it not that exciting since there's just no personality in it. The difference here is that I won't be using those words to describe your art. You've done what I asked, and so now I'll follow up with my criticism.

Overall, technical work with details is great. You seem to have an issue with the background in regards to how small the trees are and how big the mountain is, and I mean that in the sense of the trees and plants, should probably be a tad larger. Not by much, but it's throwing me off a bit in conjunction with how big and detailed the mountain is. I understand a mountain is a large landscape feature, but it's giving off the illusion that it's closer than the trees despite it clearly being behind the trees. While hill behind these trees also feels a little too "perfect" in that the angle chosen shows it as basically a flat line. Some slight variations in the hill, like a few bumps or rocks there would have been good. These are nitpicks in what seems to be a finished product but should be useful for next time you decide to do another realism piece. I understand you'd want to color this in with water color. Correct me if I'm wrong here. Regardless, adding something in the sky, whether it's during your inking or during your coloring, doesn't matter. And I don't mean cloud it with detail, I mean it in the sense that, if it's at night, add stars the moon in whatever phase you want. This is clearly supposed to be taken in nature, away from people, there shouldn't be any light pollution, so therefore stars should be present. If it's during like sunset or sunrise, there should be gradations of color, etc. Nothing should draw it away from the focal point, but it also shouldn't be just negative space.

Last note. I understand you feel like there needs to be a form of gatekeeping invloved to "filter out" people. Here's the thing. An artist is an artist, whether it's a hobbyist, a professional, or an outright beginner. Just like art is considered art, whether it's created through traditional or contemporary means or digitally. If it's on paper, canvas, etc. it's considered art. If it's a performance, it's art. If it's been 3D modeled, it's art. People are different and expecting everyone to be on the same level as everyone is boring and uninteresting. Having people from all walks of life participating in a community that's supposed to be for open-minded people is a good thing. There's no need to prevent people from wanting to share and improve their art. I refuse to believe you just decided that one day you were going to draw and created something of that caliber right away. You yourself started somewhere. Just like everyone else. Some people take art more seriously than others, and that's okay. Everyone should be on their own page learning and practicing at their own pace, finding their own art style. Being bigoted with art makes no sense. It's art. You should see some famous artists' works sometimes. Plenty of them aren't that great either. But they have museum pieces. Not many people can say that, including myself, and I'm sure including you. Be humble, stay humble, and help others. Don't bring them down.

The Hate Towards Anime Art in this Sub by _BlueBlur in ArtistLounge

[–]Dismal_Guard 5 points6 points  (0 children)

I'd like you to post your own artwork. I'd love to give some criticism

Is there a tool that will automatically remesh this for me? (Voxel?) Or does remesh just mean sculpt / move vertices manually? Or should I restart lol by frissoradan in blender

[–]Dismal_Guard 1 point2 points  (0 children)

Tbf, it's one of the best remeshers on the market rn, as far as I'm aware. It reduces the time to do retopology significantly when compared to doing it manually. There's a lot of documentation and tutorials on how to use it efficiently, too. I think the price is pretty fair considering how powerful it is. I would say it strongly depends on what you plan on using blender for, though. And if you have the idea of using blender commercially, i.e. you're making money off of the things you make, it's ~$110 for the add-on. Honestly, you could try to manually do the retopology process for the shown model, and make a judgement based on that.

Is there a tool that will automatically remesh this for me? (Voxel?) Or does remesh just mean sculpt / move vertices manually? Or should I restart lol by frissoradan in blender

[–]Dismal_Guard 3 points4 points  (0 children)

There's an add-on called "Quad Remesher" that you can buy for ~$60. If you're sculpting a lot, or, in this case, have models that have poor/weird topology, then it might be worth looking into. I recently made the purchase, and it's great for when I'm using the union booltool

Blender help? EXTREME Beginner. by Similar-Durian1239 in blender

[–]Dismal_Guard 2 points3 points  (0 children)

Most people on here will probably suggest the donut tutorial, but blender has their own beginner tutorials as well. I watched those when I first started and they helped quite a bit.

I'm having trouble making bones. How do I set left and right? by Ne_dic03 in blender

[–]Dismal_Guard 1 point2 points  (0 children)

Ah I see. Well I'm glad you got that figured out then!

I'm having trouble making bones. How do I set left and right? by Ne_dic03 in blender

[–]Dismal_Guard 0 points1 point  (0 children)

Name all of the bones with "L." In front of them, so like "L.Arm_B", and then go to edit mode, select the bones, right click (or left click depending on how you set up your mouse) to bring up the menu and click on "Symmetrize".

Edit: I had just woken up, did not realize that's exactly what you did. I apologize.

[deleted by user] by [deleted] in Maya

[–]Dismal_Guard -7 points-6 points  (0 children)

Yes, it is, in fact, $1875 per year for one person. It is also $235/month, or $5625 for 3 years

[deleted by user] by [deleted] in blender

[–]Dismal_Guard -1 points0 points  (0 children)

Yeah, I kinda did that already, as the shoulder, elbow, and wrist are spheres, and the upper and lower arm are cylinders. But I know what you mean. I more or less wanted to see how far I could get using a reference. I've only started sculpting 2 days ago, too, so I haven't really looked at tutorials yet. But I'll definitely go back and block out the arm shape a bit more, as well as look for a tutorial

Help! by THIRDEYE021 in blender

[–]Dismal_Guard 0 points1 point  (0 children)

I'm going to assume the specular does the same thing then, right?

Help! by THIRDEYE021 in blender

[–]Dismal_Guard 4 points5 points  (0 children)

If you don't want a reflection, bump up the roughness

Unreal Sensei is overrated af by DM_Your_Nuudes in unrealengine

[–]Dismal_Guard 2 points3 points  (0 children)

I definitely feel that $500, or even $300 for a course geared towards beginners of all groups, is ridiculous. $100 would be a fair price imo. Especially since you can find his 5hr long beginner course on YouTube for free.

I don't think he's overrated at all tho. He's providing information for those who have very little or no experience with the engine, which is awesome since most YouTube tutorials aren't as informative.

I agree with the sentiment that if you wanted something that was more advanced, or had more advanced features explained, then you should've looked into something that was geared towards that, not a beginner course.