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Hello everyone.

So I started going to an art school a month ago to study game design, they focus on teaching Maya, and solely teach you Low poly.
The teacher is terrible, there's only 2 hours per week "in school", and it's been 4 classes already and I studied simply nothing so far.

I feel scammed. In my country the tuition cost around 6k and what I get in return feels simply not enough. I don't even know how to insert an image plane properly.

I really need help, I'm so lost and unmotivated, the teacher makes Maya look so...
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>>517030
>I started going to an art school a month ago
your first mistake
>>
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> and solely teach you Low poly
> teach lowpoly
You've been mercilessly ripped of my friend.
>>
>>517031
Yes. I figured already... It's not like a can't self teach myself, I did this before. But due to major life incidents I decided I want to go to college.
I seriously doubt it's going to bring me anywhere. I need to rely on myself.

Also, is knowing how to Low poly and knowing this alone would be enough? Don't I need to know how to work with High poly as well?

https://vimeo.com/160024074
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>>517092
nice watch, thanks anon
>>
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It was pretty neat, but there's a few obvious fuckups.
It really breaks the immersion.
It wouldn't be bad if it wasn't really noticeable, but the errors and shit happen on things that are actually being focused on.

For example, in pic related.

Any time there's a car in the scene with a photomapped car, there's a huge difference in quality.
You can argue that it's not going to be detailed as an actual photo, but not even the lighting or the materials are remotely similar and there's a huge disparity between the two.

There's...
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>>517092
Overall C-, looked like a proof of concept / rough draft, not a final render.

The "aged movie reel" effects (I forget the proper term for this suite of effects) was distracting, while the color balance and so on didn't actually match FILM (it likely matched photographs or lithographs or whatever though, which is a different medium from film).

The figures looked really weird moving around, the lighting on them didn't match the surroundings, the animation was just jerky in general, everything...
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>reading your resume
>it says you use blender
>it says you did 3D porn
>your portfolio has any number of "alien" sculpts
INTO THE TRASH IT GOES!
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>>516941
How about I do a scene for you free of charge and we call it a day?
>>
I can understand others but what is wrong with blender?
>>
>>517213
>People buy thousands of pounds worth of software
>Blender is free
>Blender is good
>Elitists

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question about game engines. i come from udk but i had a break from it for a year or two. i hear a lot that unity 5 is great but it is not truly a capable engine out of the box and it need plugins to make it functional. then there is unreal engine 4 but it has changed a lot since udk.

as a person who is mostly interested in level design, quick putting together prototypes and has no programming skills which engine would you guys reccomend? i make my models in blender so i want my engine to work with it without any major issues

btw do you know any good tips regarding level design?
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>>518217
you're not going to get anywhere
>>
>>518220
+(You)

Obviously if you are coming from a UDK background you should probably just stick with UE4. From what I understand it's mostly the same.

If you are working with Blender you may have some difficulty porting things into either engine. For UE4 for example, you can use FBX but you you have to be careful about how you go about exporting. This is not an issue with the engine, but with the FBX format being shit.
>>
Definitely UE4

Unity's level editing is a joke

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hi guys,

i own a maya 2011 non commercial license from my time as a student. Now i wanted to try the non commercial renderman and noticed it requires maya 2015. I looked at the pricing for the subscribtion model. im a hobbyist and cannot afford 185 Dollars a month. The licenses available are just edu and professional, nothing inbetween for the enthusiast... i do not want to use cracks etc. Is there a way to run maya 2015 past 30days trial?
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Just crack it for fucks sake You slinky rat pirate.
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>>514300

would you trust a crack named

Autodesk2015UniversalcrackXF__5543_il19858?
it says its from LLC "VEST-IT"

pretty shady
>>
>>514303
>>514303
>>514303
XFORCE NIGGA

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Remember when you could buy this, No you don't. You always have money as a struggling artist to pay the subscription..
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>>518109
Wait. Wouldn't a struggling artist be unable to pay 6K?
>>
>>518110
Not entirely true. I did it and most of my friends and the best part about this when you look at subscription.

You buy it in 2016 you can use it until the end of time.

You subscribe in 2016, you can use it until your subscription ends.

Notice how one is free and one isn't.

How is subscription better?
>>
Autodesk outsourced internet marketer, pls go
pajeet.

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Guys, I was wondering if anyone here has made a videogame? Specifically, an open world video game that allows you to interact with your environment, NPC's, and preferably other characters.

I was wondering how much this would cost to design something like a phone ap game that was an MMO, allowed you to congregate and chat with other players, and essentially interact with your environment? As of now, there really isn't any "quest" like content or story. The game I would like to make would be more of an interaction tool for game content and other players....
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>>517441
Yes, it's gonna be expensive, due to the sheer amount of the project. Making a finish software is already a hard-tasking job.
First - programmers side:
For a 2d non-mmo game a single good programmer should be enough. Move on to 3d and with an available engine a single godtier or two good programmers should be enough to make a game like portal. Moving to a 3d mmo with a large open-world. Of course a single programmer could do it, but not in any reasonable time, you'd need more, you'd need(even if...
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>>517455
Cont.
Second - graphical side.
This is debatable and very variable, but I'd say an estimated cost for a game like Rose online, you know cartoony, artsy not very realistic and not very high-poly models(you said a mobile game). 3 modellers and 1 ui/concept artist. You know the prices here.

And finally a sound designer and a musician. You can buy the soundtrack from a producer/musician for a price, but you need a sound designer, usually 1.5-3 times the average wave of any country.

For the game you are describing, one or two good programmers could do it, but your description is not very thorough. Is there fighting, what is it, is it an rpg, fps, is it just a social game. Have you thought about servers, you need to rent servers, how many people would play it, your programmer needs to know how many people at any given time would play it, if he needs to build the infrastructure so that it's expandable, how much bytes for a packet, in what timeframe will the server recalculate.
>>
>>517441

What about using things like Atavism MMO Creator or Rpg maker.

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I'm trying to create an architectural visualization of a building exterior with a glazed storefront, but I don't want to model the inside. Instead, I want to apply a material on the windows that will give the illusion of an interior. What settings would this material need to have to achieve such an effect?
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If your angles match the render, you could just use a picture of a storefront behind a plane of 'glass'. However, some projection mapping to a very basic mesh will go a long way.
>>
Materials arent magic, how do you expect this to work? Just plaster in some images or billboards. You can put frosted glass in front if you need closer shots, that'll obscure the shitty interior a bit. But at that point you're better off just modelling it.
>>
>>517894
All this.
If there is animation involved you are far better off making basic models for the interior. Otherwise it is going to just look like an image on a window.

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I've been tasked with creating a rolling tumbleweed animation but have no clue where to start. How would you even model something like this?
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>>517827
>>
>>517827
You look at tumble weed refrences on YouTube babygurl
>>
>>517827
I don't understand the problem here.

The tumbleweed can be a simple irregular sphere, the texure is important and would have be a stick-like affair with alpha channel,

Animation is just moving and rotating the sphere , whilst recording it.

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Hey does anyone use Form Z in the real world?
It seems retarded, but it's free, so is it worth learning?
4 replies and 1 images submitted. Click here to view.
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Form Z is free? Since when?
>inb4 torrentz
>>
>>517767
http://www.formz.com/products/formzfree.html
>>
>>517768
Seems to be a very crippled version for trial purposes. No thanks!

Other than that Form Z Pro looks quite like THE killer app for archviz or archCAD. Its apparently much artist oriented with its design tools.

You can build a house with walls, doors and windows or even complex shapes within minutes.

A shame I'm not into architecture that much myself.

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Just started rendering. It's going to take 2 days to finish.

What's everyone's render times? I know it depends on the project but fuck. I need to get on network rendering if this is the case.
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>What's everyone's render times?
> I know it depends on the project but fuck

1800 hours
No wait, i mean 10 seconds.

Retard
>>
hmm but what do you render? it matters
>>
>>516114
For a still, I render out a few frames so I can average out the noise.
That takes anywhere from like 6-12 hours depending on the project.

My computer isn't really built for this kind of shit, but it's not really a big deal for me.
Just render that shit overnight, go to class, and have it done when I come back.

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Hey, Unity3D/UE4 developer without art skills here.
Often I commission 3D modelers when there're no assets on the internet to use or buy, however, I'm having trouble finding someone that can properly model a kid character that looks anatomically correct rather than an uncanny adult midget.
Why it's so difficult? Most artists have a really good artistic background and can model a realistic adult/animal without flinching, but as soon as they have to model a prepubescent male/girl, you can already sense they really don't have an idea how their bodies work,...
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>>515909
You're part of the problem why artists suck so much with kid anatomy: Fear of being labeled as pedos.
I'm sure Disney is full of pedos because of movie in pic related, look how realistic they wanted it, those sick fucks.
Thanks society for making it so hard to do something that's supposed to be so simple and normal.
>>
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>>515912
Why don't you take a seat over there.
So how long have you been "studying" underage anatomy.
And how much underage "reference material" did you download to "practice" 8 year old kids ?

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how the fuck do i get this trim to follow around the corner. shits driving me up the fuckin wall.
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>>517839
I haven't used google sketch up since version 5, but i believe if you want to copy something you'll need to take that entire side and then rotate it 90 degrees and then stitch it in.
>>
> a360
Use Max or Maya or atleast Blender jesus fucking christ. All of them are free to use now.
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>>517842
using inventor cuz my employer uses it and i can get a key from them. why not right?

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I'm thinking of biting the bullet and finally investing in a proper wacom tablet since I've wanted one since high school. What do you ZBrush folk recommend? Is $300 enough to get something not garbage?
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I use a 16 year old Wacom Bamboo, any wacom and a good number of other tablets will be fine
>>
$100 13" bamboo tablet is fine
>>
>>515110
>>515109
I actually wanted to spulrge a bit but if I don't have to I won. They don't sell bamboo anymore, is this $100 intuos comparable?

http://www.wacom.com/en-ca/products/pen-tablets/intuos-art

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Girl or Boy?
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File: DesignComp4.jpg (309 KB, 1200x1200) Image search: [iqdb] [SauceNao] [Google]
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Looks like a boy from this angle, but who cares.
>>
>>515070
the correct answer is trash
>>
>>515071
where are the legs

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