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cYn posted:Somewhat off topic, I don't have the time to model a series of low low poly characters. I've found some on turbosquid (I think), but I'm going to need quite a few for the game I'm making. why not just commission an artist
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# ? Sep 28, 2016 21:44 |
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# ? May 30, 2024 12:01 |
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As a project to teach myself how to rig, I made an orca. You can see it animated and stuff on Sketchfab: https://skfb.ly/THDz Does anyone who uses Sketchfab know if there's an option so viewers can toggle Wireframe view off and on? Toggling would be more useful than a binary setting. I had a play about doing some animation for it as well, which you can see there. I've never animated before. Here is the rig, posed with its skeleton and controllers and stuff: Here it is without all the stuff: Here is its topology: And a Marmoset render of it in its default pose: I actually really enjoy rigging. Is that weird?
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# ? Sep 28, 2016 23:46 |
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That looks wonderful, nice job! I don't know how strict your refs are but I kind of suggest on the down stroke you bend the tail fluke a little more like so: https://www.youtube.com/watch?v=6ntd8cirPiM&t=11s Great rig, great model!
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# ? Sep 29, 2016 00:14 |
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Kanine posted:why not just commission an artist I'd love to, but it's not my project, I can't make that call. The same reason why I'm not just making the models myself.
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# ? Sep 29, 2016 07:38 |
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Picked up a pretty simple tablet (Intuos Pen and Touch Medium) as an additional tool for texturing/sculpting, and it's pretty cool! So far I haven't found a lot that really benefits it's use, but I think as I play with it more I'll get a handle on when it's ideal to switch to. I've heard ZBrush really benefits from a tablet - have any of you found this to be the case? I don't have ZBrush yet, but it's on the list of eventual purchases and I'd like to have a good setup for when I do grab it.
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# ? Sep 30, 2016 04:16 |
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Zbrush and tablets are a match made in heaven. Make sure your pressure sensitivity is workin
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# ? Sep 30, 2016 04:25 |
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yesterday I spent an hour and a half getting my rear end kicked by a rig. It was an hour and a half because that's how long it took for our prof to get around to me. He troubleshot my stuff and it turns out my locators had a different rotation axis from everything else, so when i switched between IK and FK, my foot swung left to right. I spent the evening getting my head around the fact that I might have to learn a lot of things the hard way, an hour and a half at a time. One of the most difficult tests of my resilience (I've ever encountered) are rigging issues I can't figure out. This evening some of my classmates of the sophomore year 3D animation program took our rigging prof for a night of bowling. It was a lot of fun after a rough week. I make header images for some of my assignments, if there is something visually interesting about it. uglynoodles posted:I actually really enjoy rigging. Is that weird? Most of the appeal that I find in 3D animation is the utility of a 3D model compared to traditional animation. The rig is the set of controls that make it easy to manage all those vertexes. The basic idea of rigging is wonderful. A simple set of joints, bind the skin, bam it gets the job done. That is fun. Rigging in an educational setting is motherfucking hell and will make you loving kill you are self. I'm told there are some people who get really good at it and do it for money.
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# ? Sep 30, 2016 07:54 |
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By the end of the second week of rigging class we learned some basics of skin weighting and IK and FK. I thought it was all great until I wondered what we could possibly learn in the next three months, and then in another semester of advanced rigging after that. It's week 6 now and the answer is: suffering. For the remainder of the semester and this academic year we are learning the meaning of suffering.
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# ? Sep 30, 2016 09:00 |
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Rigging is actually fantastic as an animator, forever. Never stop learning it. Lots of complain-y animators out there already, unable to understand basic principles of 3d packages.
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# ? Sep 30, 2016 09:09 |
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I was always iffy on rigging, then I discovered that one of my coworkers is responsible for the main rigging plugin used in Blender, and I realized I have no reason to complain that I find it hard - I've got a dude who pretty much wrote the book for easier rigs a slack message away. Now if I actually utilize his help is another thing (since I'm not rigging for work), but just knowing I have a super-knowledgeable guy to hit up when I'm stuck makes it less stressful.
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# ? Sep 30, 2016 15:34 |
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worked on this assignment today
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# ? Oct 1, 2016 01:16 |
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See, I'd have killed to have been taught rigging. 4 loving years and a degree later and all they taught me was to model in Maya and stick stuff in Unreal. I had to teach myself ZBrush & rigging. So feel lucky because I'd gladly suffer that class with you!
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# ? Oct 1, 2016 02:50 |
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uglynoodles posted:See, I'd have killed to have been taught rigging. 4 loving years and a degree later and all they taught me was to model in Maya and stick stuff in Unreal. I had to teach myself ZBrush & rigging. So feel lucky because I'd gladly suffer that class with you! This is constantly on my mind. According to what I've read about different art schools, they can lean toward either traditional animation or digital animation. From there, graduates learn the other skillsets in the field. I'm trying to figure out what it means to graduate from my program compared to a traditional animation-heavy school. It sounds like our programs are opposed like this, and your degree plan was traditional art-heavy. Is this correct, and have you run into any major issues, or would you say rookies have a lot to learn no matter what type of program they come from.
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# ? Oct 1, 2016 02:58 |
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does it mean my animations will always suck so get back to rigging slave
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# ? Oct 1, 2016 03:53 |
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Elsa posted:does it mean my animations will always suck so get back to rigging slave Dude, you dropped various balls for hours and analysed the hell out of them just to get a bounce animation right. You definitely have the drive to make whatever improvements you need. EDIT: Just keep doin yo thang. Crain fucked around with this message at 04:58 on Oct 1, 2016 |
# ? Oct 1, 2016 04:50 |
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Crain posted:Dude, you dropped various balls for hours and analysed the hell out of them just to get a bounce animation right. You definitely have the drive to make whatever improvements you need. are you trying to make me cry, because saying I got the animation right is how you make me cry
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# ? Oct 1, 2016 05:02 |
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Elsa posted:are you trying to make me cry, because saying I got the animation right is how you make me cry I'll just say this: I work in a physics lab and have seen actual physics students, who want to do that professionally, put less rigor into their experiments than you did for the sake of a seconds long animation. And yes the animation was good. (said as someone who's still intimidated by even trying to rig basic models).
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# ? Oct 1, 2016 05:45 |
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Well I will take that to heart and not my head, sir or ma'am. Thank you very much.
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# ? Oct 1, 2016 05:59 |
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In a moment of dyslexia I came up with a thread title suggestion. 3DCG: The Anti-Deformation League
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# ? Oct 1, 2016 07:42 |
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Crain posted:I'll just say this: I work in a physics lab and have seen actual physics students, who want to do that professionally, put less rigor into their experiments than you did for the sake of a seconds long animation. Check your pms.
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# ? Oct 1, 2016 12:46 |
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Learning rigging in school is a lot different than doing it for work. At work you'll usually have someone with an engineering background making all the scripts you need, so most of the job is just making sure any corrective blend-shapes are working well, or that skin weights aren't wonky, or that the design of the model works with what they want. It is good to know how to rig from scratch in case you need to set something up on your own, but nobody really does stuff the long way anymore. So a rig that might take you 2 week or a month to do in school will probably take 4 hours in a studio.
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# ? Oct 1, 2016 14:18 |
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Keket posted:Check your pms. gotcha
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# ? Oct 1, 2016 19:39 |
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Keket posted:Check your pms. That doesn't feel too great to be talked around. Do you mind helping out a vet with his paranoia? It is probably going to bother me to wonder what you pm'ed about in response to something posted to me. Ccs posted:Learning rigging in school is a lot different than doing it for work. At work you'll usually have someone with an engineering background making all the scripts you need, so most of the job is just making sure any corrective blend-shapes are working well, or that skin weights aren't wonky, or that the design of the model works with what they want. It is good to know how to rig from scratch in case you need to set something up on your own, but nobody really does stuff the long way anymore. So a rig that might take you 2 week or a month to do in school will probably take 4 hours in a studio. Well that's a relief. Engineering background sounds kind of high speed actually.
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# ? Oct 1, 2016 20:15 |
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Elsa posted:Do you mind helping out a vet with his paranoia? Oh, cut it out.
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# ? Oct 1, 2016 20:25 |
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ImplicitAssembler posted:Oh, cut it out.
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# ? Oct 1, 2016 20:48 |
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Elsa posted:That doesn't feel too great to be talked around. Do you mind helping out a vet with his paranoia? It is probably going to bother me to wonder what you pm'ed about in response to something posted to me. Dun worry dude. We're just gossiping about how big your feet (probably) are. (Nah he just offered to answer any small questions I had over skype)
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# ? Oct 1, 2016 20:49 |
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Thank you. My day almost sucked.
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# ? Oct 1, 2016 20:51 |
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Yeah, us Blender users have to stick together, gooble gobble one of us. <3
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# ? Oct 1, 2016 22:23 |
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Elsa posted:Thank you. My day almost sucked.
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# ? Oct 1, 2016 22:35 |
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Elsa posted:This is constantly on my mind. According to what I've read about different art schools, they can lean toward either traditional animation or digital animation. From there, graduates learn the other skillsets in the field. I'm trying to figure out what it means to graduate from my program compared to a traditional animation-heavy school. It was a BA in Videogame Art so no, it was focussed on digital art and teaching us how to use Maya. The first year they taught us Max, but I made the case for Maya. I just graduated this year and haven't found work yet. I'm trying as hard as I can to learn more skills and be useful, but the old adage about needing a job for experience, but experience to get a job definitely rings true. I think that if you give a poo poo about what you do, you always have a lot to learn no matter what your level of expertise.
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# ? Oct 2, 2016 13:03 |
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Made a low poly cycad to try out texturing
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# ? Oct 2, 2016 13:40 |
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uglynoodles posted:but the old adage about needing a job for experience, but experience to get a job definitely rings true. "Junior intern role: must have 2 years experience and 5 released titles."
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# ? Oct 2, 2016 13:48 |
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Humboldt Squid posted:
Turd carrot. I mean good job otherwise, but I can't not see a turd carrot for some reason.
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# ? Oct 2, 2016 14:56 |
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BonoMan posted:Turd carrot. I mean good job otherwise, but I can't not see a turd carrot for some reason. seconded, I suggest making the trunks lighter and more saturated to not have such an earthy turd color. You could maybe try straightening the trunks but I think you'll be okay with color on this one. As opposed to altering the color and form.
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# ? Oct 2, 2016 14:59 |
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Humboldt Squid posted:
What kind of material did you use? Just plain diffuse with hand painted texture?
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# ? Oct 2, 2016 20:13 |
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Crain posted:What kind of material did you use? Just plain diffuse with hand painted texture? Yeah just diffuse with textures I painted in PS. Cycads trunks can look a little turd-y naturally but I tried changing up the texture
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# ? Oct 2, 2016 20:41 |
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uglynoodles posted:It was a BA in Videogame Art so no, it was focussed on digital art and teaching us how to use Maya. The first year they taught us Max, but I made the case for Maya. I just graduated this year and haven't found work yet. I'm trying as hard as I can to learn more skills and be useful, but the old adage about needing a job for experience, but experience to get a job definitely rings true. Are you in a populated area? There are a few cities in the US, for example, where a lot of creative companies reside. There are smaller firms all over the place. If I am in your shoes I would go for jobs that list a BFA and AA as requirements, in any industry. Anywhere that would take me type of thing.
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# ? Oct 2, 2016 20:42 |
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Humboldt Squid posted:but I tried changing up the texture That looks cool. You could make them tree-sized carrots and add a small hut in the scene for sense of scale. Just an idea.
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# ? Oct 2, 2016 20:42 |
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Humboldt Squid posted:Yeah just diffuse with textures I painted in PS. Man I really need to just take the dive into Honestly I think I should have fun with it. I paint mini's and love doing it so this should just be an extension of that. Side question to the thread: Drawing tablets I know this has been asked and answered through out the thread but probably no in the last couple years and options have moved forward. Is the Intuos Draw a decent entry level for a tablet for 3d modeling? They're like $70 bucks and most reviews say they're solid tablets for entry, but most of those are for digital painting and drawing and not modeling. EDIT: I thought Substance painter was a part of blender and not a separate thing...
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# ? Oct 2, 2016 21:28 |
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# ? May 30, 2024 12:01 |
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I think a drawing tablet meets the needs of a modeling program.
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# ? Oct 2, 2016 21:35 |