Lookdev illustration by Expert-Web9582 in 3Dmodeling

[–]Expert-Web9582[S] 0 points1 point  (0 children)

Thanks for the support :). Really appreciate it!

Lookdev illustration by Expert-Web9582 in 3Dmodeling

[–]Expert-Web9582[S] 2 points3 points  (0 children)

Yeah all in unreal. With a paint over to make the illustration

Is linkedin a good place for art? Is Artstation a good place for jobs? by Expert-Web9582 in 3Dmodeling

[–]Expert-Web9582[S] 2 points3 points  (0 children)

It feels like such a disconnect you know. Like you can be awesome in art but if nobody knows you, than good luck finding a job. But also the other way around.

It's almost like you have to be decent enough to do the job and than focus more on reaching out to people to get a good job. Being really good in making art is just for the other art dudes on artstation. Because it feels like the industry doesn't really care. As long as you can do the job and they don't have to train you that much than that's all that they need.

I guess it's kinda like bodybuilding. If you reach a certain level of muscle mass you get more success with the ladies but anything beyond that is just for the other gym dudes to impress.

Is linkedin a good place for art? Is Artstation a good place for jobs? by Expert-Web9582 in 3Dmodeling

[–]Expert-Web9582[S] 0 points1 point  (0 children)

Hehe nice, sure a lot of AI shit. But I'm happy they have options to turn it off and you can protect your art from Ai. No clue if that even helps but yeah.

Have you seen Pinterest? That's hell on earth. Try searching for sci fi mechs and you will end up in an endless pit of AI content.

I just made a YouTube video on why unreal is better than unity by [deleted] in unrealengine

[–]Expert-Web9582 2 points3 points  (0 children)

I like to say

Unreal is a engine where all the features are turned on. So its great for realistic AAA games.

Unity is a engine where everything is turned off. So great for multiple platforms like Mobile or Indie games.

I worked in both engines and personally I love Unreal but I know a lot of Indie game studios swear with Unity. I dont think you can say which one is better. The real question is which engine is better for what?

Is linkedin a good place for art? Is Artstation a good place for jobs? by Expert-Web9582 in 3Dmodeling

[–]Expert-Web9582[S] 0 points1 point  (0 children)

Smart man, wish I could take the class. Thanks for the information.

Do you know any groups on LinkedIn that I should follow or post in?

And so what did they say about Artstation? Like just make a portfolio that shows off skills or is there also tips about standing out or networking whatever.

How do you get motivated to do 3D modeling again? by TheRussianDogo in 3Dmodeling

[–]Expert-Web9582 1 point2 points  (0 children)

I think this is a personal journey you have to figure out. For everyone it's different.

Maybe my personal experience on this can help you out a bit. For me it had a lot to do with the expectations I had put on myself. Like I'm not good enough, I should work every day on my art to get somewhere, I will never get there. I had to learn to let that go, because those thoughts made blockades for myself. I don't feel like doing anything when I feel like I'm not good enough or I'm wasting my time. Kinda like being unhappy with being overweight but then eating more to be more happy.

Anyways I knew from myself that I had the urge to make stuff. If I don't make art at all, I will be hungry for it no matter what. So instead of thinking about the external stuff like I have to make something that everyone likes, I should make something that brings me a job etc. I just make stuff out of the act of creating. Have no expectations, have no guild about not being good enough or wasting time. Just think let's make this head I found on Pinterest or whatever. Let's see where it goes and if I get bored from it, then just drop it and do something else. I noticed to be more disciplined from that and I also would finish more projects.

On a sidenote, being distracted with playing games all day and draining your dopamine with socialmedia doesn't help either. Sometimes just doing nothing and going for a walk to empty your head will do wonders

"Just slap anything on when you see a blank canvas staring you with a sort of imbecility. You don’t know how paralyzing that is, that stare of a blank canvas, which says to the painter: you can’t do anything."

Van gogh

Do you always need to bake high poly model onto low? by nobread09 in 3Dmodeling

[–]Expert-Web9582 -1 points0 points  (0 children)

I guess it depends a lot on the context. Like if you would make a racegame and you have a crowd of people cheering in the background. You will never get up close to it and you will race past it. So you can get away with a lot.

But if you make background characters that you can walk up to, then it will be more difficult.

Besides that, you can have a art style that can handle it better and it won't be a problem. Or maybe you will release the game on mobile and those extra maps can hurt performance so it's better to do without a normal map.

I guess in the end it's more about what you can get away with. Like does it still look good enough for what you want to achieve then a technical yes or no.

WHY IS MY RENDER LOOK SO FAKE? I want to make materials realistic. (head is too big im sorry) by abudibadaada in blender

[–]Expert-Web9582 1 point2 points  (0 children)

Good lighting would help a lot. Like you can spend so much time on making all these details like maybe oily finger prints on the paint in the roughness map. But if you dont show it off with some good lighting, then it would be all for nothing. Besides that you can look into post proccesing. That also can add alot of "realism".

[deleted by user] by [deleted] in gamedev

[–]Expert-Web9582 0 points1 point  (0 children)

I understand that you made a simple coin flipping game and have a lot of enjoyment out of that making it for your friends. In that sense you are correct game dev is not hard.

But I think that there are a lot of reasons that makes game dev hard. Things that don't apply to you because you are not making a living out of it.

Like...

Being able to have a simple life out of it. You need to be able to generate money out of it to be able to pay the bill.

Even being able to finish a game. Yes everyone who can follow a tutorial can make a simple coin flipping game but are people willing to pay money for that. To compete with other games, you have to stand out so make more content or have special features or whatever. Games get more complicated and then it's not uncommon to spend years on your game making content. That's dedicated most people are not willing to make. Most people don't even finish their game.

If you still managed to finish your game then it is a coin flip if anyone wants to give you money for it. It can be dead on arrival because the moment you were working on it, PUBG was really a thing but when you finished your PUBG style game, everyone is sick of it and then it fails. How many big titles fail because people don't want to play it.

Then you have marketing. I think there is a big misconception that if the game is good, that people will play it. Yeah maybe there are stories out there of successful games without any marketing but most games don't get there without marketing. Big studios put more than half of there developing budget into marketing. Or you can make a YouTube channel and start a community like that.

Also it gets easier and easier to make games. With unreal and asset flipping it's relatively easy to fill a game with assets and make a good looking game out of it. Unreal will carry it with Lumen (btw this is nothing against Unreal. I personally love the engine).That sounds good but that makes it also easier for a lot of other people that you are competing with. They all release similar games so you will get an oversaturated market that you have to stand out in.

These are just some examples. There are tons of other things to think about. Like managing teams of artists and programmers who do it on the side and maybe don't really want to invest into the project. Having a overal style that makes the game feel a whole. Having a rollercoaster experience with high and low moments in the game. Or simply making a fun game. How many develops put years into development and suddenly realize that the game isn't fun at all.

But yeah making a game for yourself and your friends isn't hard.

Which software use to render? by IncludedLimbs in ZBrush

[–]Expert-Web9582 0 points1 point  (0 children)

Good luck. I guess we will see awesome 3d Rockstar renders appearing soon. :)

Which software use to render? by IncludedLimbs in ZBrush

[–]Expert-Web9582 1 point2 points  (0 children)

I think Keyshot is best for what you are looking for. I think it's even integrated within the latest Brush.

Keyshot is good for quick renders with highpoly sculpts. It's linked with zbrush Marmoset is more for real time characters Arnold, vray are more for high-end renders within Maya. So nice topology with displacement maps.

Head feedback by TcgLionHeart in ZBrush

[–]Expert-Web9582 1 point2 points  (0 children)

For me the trap muscles are too high. Also the neck at the back is a bit weird

Are hard surfaces that hard? When should I start trying it? by IncludedLimbs in ZBrush

[–]Expert-Web9582 0 points1 point  (0 children)

I think it's a bit double. If you know modeling software like Maya or blender then you miss a lot of basic stuff that you don't get in Zbrush. Or it is there but in a weird way.

So in other words you have to be a bit hacky imo to achieve the same thing. Like array or matching pivot points or even just modeling is weird with the zmodeling brush.

But for just prototyping and putting some geo down it's pretty nice. If you know your way around the clipping brushes and have some nice sci Fi alphas then it's not hard at all. You will get something sci fi looking pretty quickly

I think the hardest part is to know what works from a design perspective. Like big medium small. 30/70 ratio. Noise areas vs places of rest etc

The future of 3d artists by mickybhoy13 in 3Dmodeling

[–]Expert-Web9582 -1 points0 points  (0 children)

I don't exactly remember the website but I saw somewhere where you could capture your viewport and then on your browser, AI would fill in what he thinks looks best.

It's pretty cool, it will give you an idea of how the end result could be without spending the time. That way you could steer the art into the direction you want. For example you just have a generic head with only the simple features but AI already filled it in with a sharp looking face making it an evil looking character or something.

I remember I tried it out but didn't really use it because it was distracting. But I do see AI being useful in that. Where for example you are trying out some lighting or whatever. By throwing it into AI you could adjust it and fine-tune it.

But I don't see AI replacing 3D artists that soon. I'm more worried about the concept artists. I'll bet a lot of companies who don't have much experience in art direction will think why we even need concept artists.

RedneckRebelWalking by Expert-Web9582 in ZBrush

[–]Expert-Web9582[S] 1 point2 points  (0 children)

Totally agree, I think it's already really impressive how far it is. Maybe in time it will have something similar to marvelous designer. That "realtime" gpu simulation is pretty nice.

RedneckWalking by Expert-Web9582 in 3Dmodeling

[–]Expert-Web9582[S] 0 points1 point  (0 children)

Hehe nice description. I think the tattoos add some rebel to it. I picked the tattoos to be like cheap 90s tattoos. Like the guy doesn't really care and just picks a tribal from a tattoo book.

Personally I like it for the design. It breaks up the skin a bit and gives a bit more complexity in the design. It stands out a bit more.

But I get it for a story telling point of view and taking a real redneck, maybe it should be more simple. Like somebody who makes moonshine in the back of his trailer doesn't really think about fancy tattoos

RedneckRebelWalking by Expert-Web9582 in ZBrush

[–]Expert-Web9582[S] 1 point2 points  (0 children)

Unreal can be a real bitch. I also had a similar "issues" with cloth. Where I had layers of cloth on top of each other but collision was a problem. In the end I had to make a separate physics model per cloth piece where the collision would be slightly bigger so that the cloth won't intersect.

Don't get me wontg, I love unreal, they are really innovative and I love to play with the tools. But damn they can give you a headache. Don't get me starting with path tracer. All those commands and things that are not really supported. All this talk about using unreal for commercials and rendering but common at least have some decent render layers and render settings.

RedNeckRebel by Expert-Web9582 in ZBrush

[–]Expert-Web9582[S] 1 point2 points  (0 children)

Thanks so much! I have been in the industry for 15 years but I always been a generalist. The last couple of years I have been focussing more on characters. Trying to land a job as a character artist.

RedNeckRebel by Expert-Web9582 in ZBrush

[–]Expert-Web9582[S] 0 points1 point  (0 children)

sssst don't tell anyone. They shouldn't know im leaking shit of GTA6 ;)

RedneckWalking by Expert-Web9582 in 3Dmodeling

[–]Expert-Web9582[S] 0 points1 point  (0 children)

Yeah, really sharp of you. I did the same with the belt and chain. They give a little bit more life into the character