From Sketch to Screen: Exploring the 3D Character Pipeline | Dev Fundamentals

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  • เผยแพร่เมื่อ 29 ก.ย. 2024

ความคิดเห็น • 18

  • @hatelucid
    @hatelucid 11 หลายเดือนก่อน +3

    Right before i clicked off i noticed this only has 100 views? This video deserves way more! Great vid my guy keep up the good work

    • @livinfreestyle6727
      @livinfreestyle6727  11 หลายเดือนก่อน +1

      Thanks for watching and the feedback! More videos coming and don't hesitate to throw out ideas

  • @CarlosGarcía-d3d
    @CarlosGarcía-d3d 5 หลายเดือนก่อน

    loved this video!

  • @farazk9729
    @farazk9729 หลายเดือนก่อน +1

    Kevin, you’re amazing! Seriously, this is pure gold! I will make a huge donation to your channel when I get rich :-D, but for now, a few questions. I’d appreciate it if you would answer them (they are more than a few; apologies; ignore them if you’re busy)
    1) Is this correct?
    concept artist»
    character artist (sometimes do color as well)»
    character setup artist/technical artist/rigger»
    character animation team
    If yes, where does the “texture artist” (if any) come in? Before the rigger stage? i.e.,
    concept artist»
    character artist (sometimes do color as well)»
    texture artist»
    character setup artist/technical artist/rigger»
    character animation team
    2) I thought technical artist is someone who also writes code, but you used it as synonym for rigger, so it’s not about coding, right?
    3) You said these are all discrete roles, but is it possible to get a job as just, say, a concept artist? I mean, is it enough to specialize in one role only or do you have to be a T-shaped employee?
    4) I googled this; as it might help others, could you please just confirm if this info is accurate?
    Concept artist: Photoshop (paid) / Krita (Free)
    Character artist: Maya & 3ds Max (paid) / Blender (Free)
    Rigger: Maya & 3ds Max (paid) / Blender (Free)
    Animator: Maya & 3ds Max (paid) / Blender (Free)
    5) Can I use Unreal Engine 5 instead of any of the software above? If yes, would you recommend it?
    6) Given the huge scope of all this, does someone like you, a generalist, know all of these things?! It’s just mind-boggling how much expertise it would require! Hat’s off!
    7) And finally, a big question in my head at the moment is given the sequential nature of these roles, how would you even begin to practice, say, animation? I mean, shouldn’t you first have a rigger give you the rigged model with the marionette controls so you can start practicing? You know what I mean? As a coder, for instance, I can just start coding and learn things sort of in a vacuum with a simple “hello world” or something, but it seems, except for the concept art stage, the rest of the pipeline is difficult to isolate for practice purposes, wouldn’t you agree? If yes, any solutions, por favor?
    Thanks Kevin. Ignore all of this if you’re busy. I already learned a lot from your video. I am going to forward the video to my wife, too… haha!
    Cheers,
    Faraz

    • @livinfreestyle6727
      @livinfreestyle6727  หลายเดือนก่อน +1

      1) I don't understand this question
      2) So nowadays most Tech artist do write some code or can at least script the workflows. What its called varies per studio, but a "Rigger", "Character Setup Artist", "Rigging technical director" etc is usually working on the characters and there are some aspects of that that do not require code (esp in the early days), but as I said, now I can't think of one that doesn't have some scripting knowledge
      3) They can all be done by individuals or a single person that is super T or M or whatever shaped. This largely depends on team size. Smaller teams you wear more hats. Larger teams and studios you often stay in your lane
      4) That's a pretty good list, but not limited to that by any means. Pro-create, zbrush, substance painter, substance designer, houdini and more are all used depending on the artist and project
      5) You can, especially in the Rigging and animation....ie it's possible, but I wouldn't unless I had to as the other tools are built specifically for that. Unreal is coming along fast, but if I still have a choice, I"m using whatever is fastest and I already know
      6) Oh hell no do I know all these things. At least not to the level the experts in each field do. I know enough about each to be dangerous.
      7) This is a question of career goal. If you want to be an animator, I'd focus on animation. Fortunately now there are schools available for just those things and I would definitely check out things like animationmentor, animschool, ianimate, etc. They will provide the rigs in that case. If you don't yet know what you want to be then I'd say take classes in each and figure it out before just jumping into a 4 year degree you are not sure about

    • @farazk9729
      @farazk9729 หลายเดือนก่อน

      @@livinfreestyle6727 gold as always! Muchas gracias for the time and knowledge 🤗🙏

  • @mDayShamangahabash
    @mDayShamangahabash 11 หลายเดือนก่อน +1

    I can't NOT see Todd Howard with a zoomer haircut in the thumbnail.
    edit: I wear thick glasses

    • @livinfreestyle6727
      @livinfreestyle6727  11 หลายเดือนก่อน +2

      I'm pretty sure I didn't make elder scrolls :)

    • @mDayShamangahabash
      @mDayShamangahabash 11 หลายเดือนก่อน

      @@livinfreestyle6727 Whatever you say, Todd

    • @livinfreestyle6727
      @livinfreestyle6727  10 หลายเดือนก่อน

      lmao

    • @ThatsJoshTyler
      @ThatsJoshTyler 6 หลายเดือนก่อน

      Im getting more of a tony hawk vibe for some reason

  • @IsaMae.T
    @IsaMae.T 3 หลายเดือนก่อน

    :D

  • @ryanjdevlin87
    @ryanjdevlin87 11 หลายเดือนก่อน +1

    Thank you!

    • @livinfreestyle6727
      @livinfreestyle6727  11 หลายเดือนก่อน

      You're welcome. Thanks for watching!

  • @Fudolux
    @Fudolux 11 หลายเดือนก่อน

    👍🧠👍