← Home ← Back to /3/

Thread 1007551

15 posts 6 images /3/
Anonymous No.1007551 [Report] >>1007556 >>1008569 >>1008856 >>1010344 >>1010450 >>1010542
For those of you who made it to employment,
how the piss do you get used to switching between different programs and software suites that use different camera/viewport controls?

Specifically,
I'm having to switch between blender, maya, and marvelous designer.
Unfortunately, I started and spent most of my time on blender. The Maya control set, is that more of an industry standard majority? I _think_ substance painter uses it for simple things like camera controls.

For those of you who do have to switch between environments, have you found a certain program's viewing controls are able to be adopted in all the competitors? I tried once to get Substance Painter to use Blenders, but it was something like everything but one set of key commands were unable to be switched which caused an insanity spiral of moving other actions around. This was 2018 or something though, maybe do-able nowadays.

Ahhghhhhhh I hate the shit outta everything.
Anonymous No.1007556 [Report]
>>1007551 (OP)
Oh a zoomer is complaining about different things made by different companies in their products because copyrighted laws suck. Back in my day we always had to get used to things, it’s just unavoidable. UI and controls for common usage never existed during those times. That’s how you encounter these changes in different programs. Just gitgud that’s the only answer.
Anonymous No.1007563 [Report]
write the controls down on a sticky note and stick it on your monitor
Anonymous No.1008569 [Report]
>>1007551 (OP)
CHANGE THE BINDINGS NIGGA
Anonymous No.1008720 [Report]
blender and zbrush are the odd ones out, but it took like a week for me to adapt to blender. zbrush is weirdly intuitive, that takes like an hour to get used to. maybe because it's the only one i use a pen with.
get used to industry nav. don't bother changing the blender one, it breaks too much stuff.
marvelous has a maya preset iirc.
Anonymous No.1008856 [Report] >>1010346
>>1007551 (OP)
>For those of you who made it to employment
no one here is employed int the industry and hardly anyone here is employed at all,
wake up, why do you think all the decent artists go into the teaching grift? there are NO JOBS.
there is just the teaching ponzi (you learn to teach others later)
Anonymous No.1010344 [Report] >>1010544
>>1007551 (OP)
Don't center yourself as a hotkey wizard. Understand what you want to accomplish for a theoretical point of view rather than simply being a DCC desk jockey..

Most people can drive a compact car all the way to a u-haul with minimal training? Why? Because driving education stresses concepts, not specific implementation.
Anonymous No.1010346 [Report] >>1010375 >>1010545
>>1008856
This board is absolutely dominated by modelers, only secondary to asset artists as a whole. Modeling, while fun, has never been the dominant area in really ANY sort of larger scale work....aside from maybe archviz, but that isn't humanoid modeling.

When talking about the 3 main pillars of creative based 3dcg: video games, live action vfx and animation, modelers and even assets are strong, strong minority. Animators are typically the largest departments. Compositing is debatably equal or larger in live action and has massive crossover with motion graphics for marketing. In terms of video games art teams in general are dwarfed by the more technical people.

Basically being able to model a boobie has never really been something worthwhile because at the end of the day, you can more or less just kitbash what you need with minimal overhead with 20+ years of assets floating around.
Anonymous No.1010375 [Report]
>>1010346
>Animators are typically the largest departments
everywhere I have worked had like 3 animators and the rest was outsourced
Anonymous No.1010450 [Report]
>>1007551 (OP)
You get used to it, kind of like working with regular excel and google sheets
Anonymous No.1010542 [Report] >>1010546
>>1007551 (OP)
>2D programs told me I'm entitled to a single UI paradigm
Desktop computers with GUIs were designed in large part by Xerox PARC whose intention was to allow designers of 2D media like menus, newspapers, images, etc. to do nearly everything with a mouse, because the light pen was honestly a failure after a decade of trying to make it work.
Had desktop computers been designed by mechanical engineers for designing 3D parts instead, the mouse would have been replaced by something closer to a gimbal able to move in 3D space. These devices have in fact been built and the reason we don't just use them instead is because they're unwieldy as fuck and engineers reluctantly admitted we use blueprints and CAD because it works.
Now let's get back to 3D modeling apps which demand three buttons and have no standards as to which is the modifier and which is the OTHER, COOLER modifier. Why? Because there's no inherent paradigm standing out, and the best we can do is adapt some of the 2D paradigms like dragging to move or select.
THERE IS NO OBVIOUS PARADIGM, WE'VE TRIED, IT ISN'T HAPPENING, SUCK IT
>but that's hard
It's acceptable for the stupid and lazy to remain unemployed. Git gud.
Anonymous No.1010544 [Report]
>>1010344
Nothing you said was wrong but U-Haul also carefully chooses their vehicle makes and models to have the least learning curve for sedan drivers.
Anonymous No.1010545 [Report]
>>1010346
>Animators are typically the largest departments.
I briefly knew one of the animators on TLoU2 who had worked on other video games before this and his answers to my questions made it clear the extent to which studios actively bar animators from knowing ANYTHING about their models. They are puppeteers treated like puppets and easily replaced.
Anonymous No.1010546 [Report] >>1010574
>>1010542
oh, and remember a decade ago when everyone promised VR would mean modeling with our hands in VRspace and then IT NEVER FUCKING HAPPENED? That wasn't because no VR headsets were nivented or we didn't get truly haptic gloves, it's because we finally noticed most of the precision creating traditional art is in the shoulders, elbows and wrists NOT THE FINGERS. Even if VR headsets cost $50 a pop at Best Buy, you'd realize they're a solution STILL looking for a problem.
Anonymous No.1010574 [Report]
>>1010546
How is traditional art relevant in the topic of modelling in VR? The real issues of VR are nogames and nosoftware. Even just in terms of games the market is weak.
Professional software for 3d modelling where developers know what they're doing and also ready to push the cutting edge by utilizing VR capabilities? Good luck with that.