I often get asked what software and tools one needs to be a 3d game artist.
These days, my answer is massively different to what it was before.
Here is my definitive list:
1. Blender 3D.
Amazing even myself, the poor yokel of 3D packages has come of age. Forget crushing fees to Autodesk, this package now has everything a game artist needs to kick start their career and it is free (though I recommend donating some money to their team).
1(cont) Blender massively updated their clunky old UI, and as a result the product has gone from strength to strength in a very short time.
You can model, sculpt, bake, hand paint textures, animate and build shader graph materials that display correctly in the viewport.
1(cont) for areas the package falls down, such as UV mapping and bone layer management there are some great plugins.
I also highly recommend buying @pierrick_picaut 's training videos to kickstart your learning.
2. A photoshop alternative. Photoshop is terrible, with the only strength left being audience familiarity. The thing you need it for is to be able to do is copy and paste image data into map channels and layered hand painting.
Check out Krita, Clipstudio, Artrage, Procreate
3. Unity and unreal. These are game engines, and learning to import your game assets into engines is an extremely important part of the job.
Grab both, they are free, and get familiar with both, starting with just one at first. For AAA looks go Unreal, for small indy go Unity
4. Pureref. This tool is paid for but do not hesitate to buy it- it is the best tool for the job, super easy, powerful and will save your life over and over again.
Pureref is like a scrapbook that allows you to collate and arrange reference images...
4 (cont) it also allows you to float the window always ontop of all others, and set it transparent.
This means easy access to all your references and the same controls in AlL your modelling, painting and sculpting tools.
Forget stacks of image planes and reference art layers...
4 (cont) pureref does it all. Go get, buy and spend a day learning all the keystrokes to arrange your images.
Oh, and you can have literally hundreds of images open at once and they keep their resolution when you scale them.
5. I used to recommend Substance designer and painter, but since acquiring it Adobe have started turning the thumb screws, so newbies won't be able to afford it.
I haven't tried the opposition Quixel yet, but price point wise you may prefer heading there.
6. Trello. Trello is a website that allows you to make task cards. The basic version is free. This is a life saver for breaking down complex game art projects into tasks. You can even get a plugin that lets you see 3d models in the cards.
And that's it.
Now, if you want a definitive list of 3d apps and what is best at certain things, I could go on for hours. 3dsmax and modo both have excellent things for games, especially if hard surfaces are your bag and Maya lt has a great UV unwrap system (now).
But if you are just starting out, this is the shopping list.
1: Blender3d
2: A 2d package (gimp, krita,procreate, etc etc)
3: a game engine (unity/unreal)
4: pureref
If you are cashed up
1: substance designer & painter
2: zbrush
3: 3dcoat
Have a glorious fucking day. X
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An NFT isn't the picture itself, it is just a link, password and receipt for a picture stored somewhere.
A receipt that costs an immense amount of fossil fuel power and generates stupid amounts of heat to feed the computers worldwide that only VERIFY your receipt exists.
You are burning massive resources just so a sea of computers can keep checking to see if you still are a total wanker.
Your art is still utterly copyable, reproducible, hackable and will vanish if the linked resources break- just like any cheesy old web link.
If you would like to support artists, buy the art itself. You can buy the physical original, signed numbered prints, or even buy the rights to reproduction.
It pretty much nothing to keep an actual work of art in environmental impact.
Today's #gamedev tip is for hand painted textures.
I have seen a lot of tutorials online where the artist starts painting each part bit by bit.
They will color the skirt, paint on it, then move onto the face, then hair then eyes. And... yunno, you do this. It does work.
But
A much better way is to start by creating a greyscale lighting pass on everything first.
This is like an "underpainting" in real world painting. A fast way to lay down the values and shading, work the composition and get a unified feel.
A modern way to do this (though we used to do something like this back in the early days) is using a high resolution model to bake lighting, cavity and ambient occlusion onto the game model.
Even if you aren't going to use PBR or normal maps, a bake model gets you great shading.
One thing people need to understand about human biology is that your DNA carries all the instructions to make a human of any sex.
Most humans have 48 chromosomes- 23 pairs called autosomes and the two which you know called the sex chromosomes- X and Y.
Typically an XX develops into a woman, the XY into a man. So you may think that the "dude" instructions are all in the Y.
Actually, no.
The Y chromosome normally has a region called 'SRY'.
The SRY is like the order form for a boy. It just says "yo, gonads... make testes".
If you don't rock the SRY gene region, your gonads will shrug and keep on rocking- eventually developing into ovaries.
So by default, you get ovaries unless that SRY region show up.