I can't be bothered. free 3d animation tips and tutorials( full free courses in video descriptions below) video editing or compositing tips and updates, you just arrived at the right place. feel free to email me any problem you have and I will get back to you with the best answers I got.
I'm just an engineer that uses solidworks and your video was recommended to me, I love it. What would be the main use of the sculpted models that you make?
3D sculpting, also called digital sculpting, is a way for artists to create 3D objects on a computer. Think of it like working with clay, but instead of using your hands, you use a computer mouse or a tablet and stylus. Here's a simple breakdown: 1. Digital Clay: Imagine you have a lump of clay, but it's inside your computer. This "digital clay" can be molded and shaped into anything you want. 2. Special Software: Artists use special programs (like Blender, ZBrush, or Sculptris) that give them tools to work with the digital clay. 3. Tools and Brushes: The software has different tools that let you: - Push and Pull: You can push or pull parts of the digital clay to create bumps or dents. - Pinch: This tool lets you squeeze parts of the clay to make them thinner or more defined. - Smooth: You can smooth out rough areas to make them look more polished. 4. Creating Details: These tools help artists add fine details to their creations, making them look realistic. For example, they can add wrinkles to a face, scales to a dragon, or textures to a rock. 5. Mimicking Real Life: The goal is to make the digital sculpture look as close to a real-life object as possible. With practice, artists can create amazingly detailed and lifelike models. So, 3D sculpting is like sculpting with clay, but it's all done on a computer with the help of special software and tools. I hope this helps but if it doesn't then I might probably have to define both 3d modeling and sculpting and then different between the two for better clarity. thank you
Marmoset better than ... Blender ? It's not a modeler or a sculpting app at all. If you don't use any other app to actually MAKE 3D models, then what are you gonna texture or render in Toolbag ? Wind ? Compare what's comparable.
I think @Yansculpt does very good at that. I just want to give info. We can't all do the same thing right? Sorry if you didn't like it, but that's the best I could offer.
Don't forget about Nuke Indie. Yeah it doesn't have the option of 3rd party rendering like Arnold, and it lacks some cross compatibility with other software (on purpose), but other than that, it has EVERY main feature of the $3500/year version. And it inly costs $300/year if I remember right. Great for learning.
I totally agree. There is an indie version of nuke, which is a cheap subscription. It's capabilities are fully unlocked. So for learning purposes, i would go with that 100%. However... "see next comment below":
The fact that it is limited in cross compatibility with a multitude of software, and the fact that you have to fully use them for rendering, aka you can't use Arnold or renderman, is a big turn off if you want to learn how to do cross workflow and cross compile. It should've been enough to limit it like Maya indie. Just have income and contract restrictions...
So if someone just wants to learn all at once, modeling, shading, texturing, vfx, matchmoving, and roto, with a clear emphasis on only one or 2, but needs a finished result for resume, Natron is sadly the only industry option. And then once proficient, THEN get Nuke indie for learning the bits and pieces.
That's what I've looked for! I'm struggling to learn painter and I'm somewhat capable in texturing inside marmoset. So, I was thinked about why should I go back and forth to marmoset, but you had explained that argument well. Thank you
Just passing through and I wound up watching the whole video! You hit it all right on the head… I didn’t disagree with a single point. I started with AE “back in the day” (2018) and just like you said, I relied heavily on 3rd party plugins. Namely, anything from Andrew Kramer (Video Copilot for the new people) or Red Giant. Someone needs to take (almost) all of Andrew’s old tutorials and rebuild them in Fusion… Those were *essential* for me learning VFX… Anyway - great vid - best of luck in your journey! Salutations from Las Vegas!
Strip modeling (extruding edges into strips or lines of shapes), is the technique that allows someone to model organic objects in 3dsmax with a mesh smooth modifier. It works rather well. But not a well as zbrush.
Cinema 4D's UV mapping, especially the Paint Setup Wizard, produces better results than Blender's Smart UV Project. Modeling in Blender is actually less demanding, and this is achieved by good memorization of hotkeys. But both Cinema 4D's shortkeys and right-click features are still useful. By the way, I don't understand why Cinema 4D is so far behind, especially in digital game development. Because Maxon bought ZBrush? Is it because Max and Maya is an old and well-established program? Is it because Blender is completely free? Or is it the lack of sculpting tools? "We already have ZBrush..." Finally, the usage areas of both programs may vary depending on the purpose of use. I use both. I'm not a monogamist or a software fascist when it comes to learning applications and softwares. This stems from curiosity and the desire to learn. Blender may be a few clicks ahead in the modeling phase, but Cinema 4D is much further ahead in visualization, simulation and animation. With love...
thank you, honestly I prefer zbrush core to zbrush because it is simpler and more intuitive for me personally, ofcourse I feel similar about blender, I am considering using zbrush core for the basic sculpt voxelizing it and then sending it into 3dcoat to add more detail, then uvmap and retopo, then maybe substance painter for final texturing, then maybe cascadeur for animations. Any thoughts on that workflow?
Excellent explanation, thx. As a newbie, trying to get my head round UV unwrapping / texture painting. If I am making models for myself, why can I not just texture paint? (Textura?)