CG Modeler โ€ข Digital Sculptor

Beholder's lair
Joined November 2010
I'm about to change my whole workflow to this style....so good
Had the urge to make some mook you'd see in an early 2000's fps
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Old school 40k gritty
If the Algorithm shows you my Art, kindly support by sharing๐Ÿ–ค
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Let's see if they know about Xnormal and the caustics generator...
Let me dust off these scrolls of ancient knowledge
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I love that the "slow and steady" way of producing these kinds of details yields the most rich and authentic look. Alpha are great as a starting point and supporting element but nothing quite hits like the hand done patterns do! ๐Ÿ’ช๐Ÿผ
้ฑ—ใฎๅฝซใ‚Šๆ–นใซใคใ„ใฆใ‚ˆใ่žใ‹ใ‚Œใ‚‹ใฎใงๅ‚่€ƒใซใชใ‚‹ใ‹ๅˆ†ใ‹ใ‚Šใพใ›ใ‚“ใŒใ€็”ป้ข้Œฒ็”ปใ—ใฆใฟใพใ—ใŸใ€‚ ใ“ใฎๅ‹•็”ปใงใฏใ‚ขใƒซใƒ•ใ‚กใฏไฝฟใฃใฆใพใ›ใ‚“ใŒใ€ๅŸบๆœฌ็š„ใซใ‚ขใƒซใƒ•ใ‚กใฏๅฐใ•ใ„้ฑ—ใ‚’ๅฝซใ‚‹ๆ™‚ใ‚„้ฑ—ใฎๆตใ‚Œใ‚’่ฆ‹ใคใ‘ใ‚‹ๆ‰‹ๆฎตใจใ—ใฆไฝฟใฃใฆใพใ™ใ€‚ #ZBrush
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As soon as I saw this game I knew this was going to happen. I don't know whether it's because of ai (it most definitely is + roblox) but indie Devs are going to have go silent and act like AAA Devs to prevent their ideas from being so easily stolen.
The age of teasing stuff on twitter is over. Release or shut up. this is really sad for indie devs that enjoyed showing progress on twt
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I keep telling people that I'm on the fence about switching over to Nomad, but I suspected that this UV update was forthcoming. Maxon might have me in their pocket a little while longer.... Will need to stress test these features...
ZBrush 2027 is here. ๐ŸŽ‰ UV Editor and Selection Sets on desktop. Spotlight and 3D Layers on iPad. Available today: maxonvfx.com/4zsHioJ #ZBrush #ZBrush2027
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ใ‚ขใ‚คใƒญใƒณใƒ“ใƒผใ‚บใงใ‚นใƒˆ๏ผ’ใฎ็‡ƒใˆใ‚‹ไบบใ‚’ไฝœใ‚Šใพใ—ใŸ #ใ‚ขใ‚คใƒญใƒณใƒ“ใƒผใ‚บ
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Clean modeling, a little noise in the NM, some SSS and this is some beautiful magic. ๐Ÿƒ Bulba one of my favs
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In an age dominated by technology, in which efficiency and profit often take precedence, it is so important that we continue to cultivate a spirit of contemplation and allow time and space for beauty. Such an attitude will greatly help humanity, especially young people, to discover the ability of art to uplift and reveal the depths of the human spirit and our openness to the divine. Contemplation presents a marvelous opportunity to encounter the God who is Beauty.
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Gengibres sรฃo perfeitos pra aprender a 'tocar' o relevo da forma.
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Finishing the project will teach you new skills
I can do both if I planned it right
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TIL the "mip" in mipmapping stands for multum in parvo, Latin for "many things in a small place"
Iโ€™m studying the ancient texts.
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๐Ÿ’ฏ
Iโ€™m a human 3D artist. My Attack on Titan fan-made short film is a project I started in 2022 and released in June 2024. I redesigned all of the Titans myself. I didnโ€™t use any AI, and I never made any money from this short film. To be honest, I originally didnโ€™t want to talk about this. In order to discuss it, I actually had to subscribe to X Premium. Throughout 2025 and 2026, I started seeing more and more comments like this on my YouTube channel: โ€œYour one and a half years of work? I can make that with AI in 30 seconds.โ€ โ€œI can do it in one minute.โ€ โ€œI can do it in 90 seconds.โ€ So I started looking into it. The first AI short film I found was actually made by modifying footage from my original film, while being presented as an AI-generated work. I felt pretty disappointed. If you think AI can make something better than what I made, then please create something better from scratch. Iโ€™ve always found it difficult to accept being mocked while my work is also being taken and reused. Since 2018, Iโ€™ve been focused on creating the things I genuinely love. Iโ€™ve done it simply because I love creating, and Iโ€™ve never made a single cent from these works. As a result, my financial situation has actually been quite difficult. For a while, I was really struggling with the thought that maybe I should have spent the past few years trying to make as much money as possible. Was trying to make a living by creating the things I love just a foolish fantasy? Then I watch Orb: On the Movements of the Earth. Thereโ€™s one line in the series that really stayed with me: โ€œBeing wrong doesnโ€™t mean it was meaningless.โ€ So recently, Iโ€™ve slowly started to accept something. If I donโ€™t make the things I love, I donโ€™t think I would be happy even if I had a job. Iโ€™ll keep looking for a way forward. Whether that means working harder, finding ways to make money so I can continue making short films, or finding some other way, I still want to keep creating the things I love.
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ใ“ใ‚Œๆœฌๅฝ“ใซใ‚„ใ‚ใฆใปใ—ใ„ ใ‚ขใƒŠใƒญใ‚ฐ็ตตๆใใฎไบบใฏใ“ใ‚Œใฎๅฏพ็ญ–ใฉใ†ใ—ใฆใ‚‹ใฎ๏ผŸ
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One of the best exercises for getting good at sculpting fast: - sculpt a skull from memory - sculpt it from ref Repeat until you know intuitively how to sculpt a skull from memory. This pays insane dividends on basically every sculpt from here on.
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This one demonstrates the basis of how subdiv works. Verts are constantly trying to relax with each subdiv level, and the longest connected edge pulls the hardest. So the bottom vert on the corner face is connected to a long edge which is what pulls the face around the corner.
Replying to @ThatNgonGuy
if I get this correct lower ones converted to edge loop, but wtf happened in the top corners that made them looks fine?
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Just gave some feedback to an artist asking for lowpoly feedback. This goes for everyone: When making the low poly, make sure to manually triangulate irregular quads. If it has a possibility to triangulate poorly, you need to force it in the optimal configuration.
Replying to @IronTopology
Hey Lukas! Overall, it's not bad, but I do have a handful of comments. I put a red mark on every face I could see that will need manually triangulated, either due to potential curvature issues or resulting triangle area. Irregular quads need to be triangulated to avoid long thing tris. When making the low poly, try to think of all the possible ways a face can triangulate. If one of the ways results in a long thin tri, then it needs to be done manually. The red boxes are areas I think are probably too dense and the green box is an area I feel needs more density. As a followup question, what is the intent of this asset? Like how close is the camera going to get in renders or in engine? That will largely determine mesh density priority.
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I get why people are frustrated. Itโ€™s brutal out there, especially for juniors. But I donโ€™t think the industry is โ€œin shambles.โ€ I think itโ€™s contracting, consolidating, and correcting after years of over-expansion. Thatโ€™s not new. This industry has always moved in cycles. Sixteen years ago (when I started) people were also trying to break in during a rough market, post-recession, with fewer seats and a lot of uncertainty. Today has its own version: layoffs, studio closures, streaming contraction, tech correction, and companies moving back toward leaner models. But saying itโ€™s all luck removes too much agency from the people who have survived and kept building careers through every cycle. Luck matters. Timing matters. Connections matter. But so do craft, consistency, humility, feedback, communication, ego management, and learning how to work with a team. The โ€œhow many hours did you put in?โ€ discourse is also too simple. Some people learn fast. Some people need more reps. I was one of those people. I needed hundreds and hundreds of hours to build the hard skills. But the soft skills mattered just as much: how you take notes, how you speak to people, how you handle critique, how you show up when things are hard. I just donโ€™t think all this negative mindsets helps juniors. And fighting vets doesnโ€™t help either. The industry is small. We need more honesty, less ego, and more people pulling each other forward. Itโ€™s bleak right now, yes. But bleak isnโ€™t forever. The tide goes out, the tide comes back in. The ones who stay kind, keep learning, and keep building usually find their way back to shore.
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There is a certain type of person everywhere now, especially online. He consumes endless information every day: philosophy, psychology, productivity, spirituality, neuroscience, business, self-improvement, history. He knows a little about everything and deeply experiences almost nothing. His entire identity becomes built around understanding instead of living. He watches videos about confidence instead of speaking confidently. Reads about discipline instead of becoming disciplined. Studies relationships instead of learning how to love. Consumes motivational content instead of taking action. He feels intelligent because he is constantly mentally stimulated. But stimulation is not transformation. Most of the time, knowledge becomes emotional protection. Reality is unpredictable. Reality humiliates. Reality exposes weakness. Books and ideas do not. Inside information, he can continue imagining himself as intelligent, deep, insightful, different from ordinary people. So he remains trapped in preparation. He constantly feels as if he is "becoming" someone, while his real life remains strangely untouched. He develops sophisticated language for problems he never confronts directly. He can explain human behavior beautifully while being unable to handle ordinary discomfort, rejection, uncertainty, loneliness, or risk. He slowly turns life into observation instead of participation. The internet rewards this personality heavily. He receives validation for sounding aware rather than becoming capable. Eventually, he begins confusing self-analysis with growth and information with wisdom. But beneath the intelligence usually exists the same thing: fear. Fear of failure. Fear of embarrassment. Fear of reality answering back. Because action destroys fantasy. The moment he truly acts, he can no longer hide inside potential.
The fastest way to turn into a NPC is to fill every moment of stillness with audio books, podcasts, CEO interviews, tweets, threads, and YouTube videos. The fastest way to turn into the Main Character is to spend more time in stillness and give yourself 4 hours to create.
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Why is this so controversial? Itโ€™s true. Okay so letโ€™s assume this is hours of quality work.. because 8 hours of unfocused isnโ€™t the same as focused. Quality hours matter. And they need to be high. Even 10 years ago less than 3% of games art graduates would find work in the games industry. There are simply not enough jobs, and universities are churning out graduates. Most are completely unprepared because they think the degree will entitle them to a job. It doesnโ€™t. Nobody cares about your degree. Only what you can do. You should spend that time utterly devoted to your craft. If you do not have drive to succeed, if you do not want to succeed with your entire heart and soul, you will probably fail. Is it fair? Is anything fair? Are we entitled to anything? No. We can only work our hardest for the things we want and hope it works out. Take a chance on yourself, maximise opportunity by working as hard as you can and being open to the varying avenues for success. If youโ€™re a student and youโ€™re worried about burning out, crunching or having to overwork yourself then your mindset is wrong. Because youโ€™re competing with the guy who puts in the time because they donโ€™t see it as work.
For 3D students: Most Iโ€™ve met simply arenโ€™t doing the hours needed to get into the industry. Studying only 10:00-16:00 every day wonโ€™t cut it - particularly since only a portion of the day is spent on actual work.
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