4 ms·
What makes it so good? I guess their target audience already knows what it is, but I looked on their website and I can barely figure out what it even does.
by ChadNauseam 1y ago
What makes it so good? I guess their target audience already knows what it is, but I looked on their website and I can barely figure out what it even does.
- Joel_Mckay 1y agoThe Wacom stylus are pressure and angle sensitive pen input devices, and some pros work on non-screen surfaces to digitize sketches and sculpts etc. Very common in video and media art work... also popular for Asian language glyph calligraphy inputs, but for regular users it is an acquired taste to put it mildly. =3
- bzzzt 1y agoCurrent Apple pencils also support pressure and tilt sensitivity. Lots of people are using an iPad with software like ProCreate to draw, which is a lot more portable than a laptop with a Cintiq hooked up to it.
- skydhash 1y agoProcreate is very good for sketching, but the iPad ergonomics is not fully there for doing a full painting. Especially with the lack of keys. And a lot of pros are using the larger (24“+) display of the wacom.
- Joel_Mckay 1y agoWe found running a recent Intel pen tablet is nice for some applications like the full blender plugin ecosystem support, commercial and free offerings. Some treasure: https://github.com/wonderunit/storyboarder/releases https://github.com/wonderunit/storyboarder/releases https://krita.org/en/ https://krita.org/en/ Avoid in commercial use-case: https://github.com/Acly/krita-ai-diffusion https://github.com/Acly/krita-ai-diffusion Seems ridiculous, but the 2nd paid seat you get works well for portable non-intensive tasks: https://www.blackmagicdesign.com/products/davinciresolve https://www.blackmagicdesign.com/products/davinciresolve The perpetual CSP or CS/EX license for iPad/MS Surface/Wacom is pretty much a necessity for the users, as in a commercial setting it is the only practical option for many use-cases (Wacom often included a free 2 year trial): https://www.clipstudio.net/en/dl/ https://www.clipstudio.net/en/dl/ --- Blender plugins: "Blob fusion" similar to ZSpheres with Metaballs/SDFs: https://bartoszstyperek.gumroad.com/l/ahwvli https://bartoszstyperek.gumroad.com/l/ahwvli 3D Normal Map Painting: https://tradigital.gumroad.com/l/brushflow https://tradigital.gumroad.com/l/brushflow Sanctus Procedural Textures: https://sanctus.gumroad.com/l/SLibrary https://sanctus.gumroad.com/l/SLibrary CC0 Assets: https://polyhaven.com/plugins/blender https://polyhaven.com/plugins/blender
- reactordev 1y agoKrita + Blender + Brushflow = almost a complete toolkit. Substance Painter is just so good. It's the one thing I wish Blender would focus more on - Texture Painting/Layers. Painting albedo is easy enough to do but the others are a nightmare to do in Blender.
- Joel_Mckay 1y agoBlender material node workflows are non-obvious, and indeed many find Adobe products easier to learn. Sometimes parametric options can be fairly useful when combining displacement modifiers: https://tinynocky.gumroad.com/l/tinyeye https://tinynocky.gumroad.com/l/tinyeye https://kuhantilope.gumroad.com/l/ultimate-skin https://kuhantilope.gumroad.com/l/ultimate-skin Where a few people make it look deceptively easy =3
- reactordev 1y agoYeah, I tend to stick to game models with a baking step. Realistic humanoids is the pinnacle of 3D art and I’m no where near. I buy mine like everyone else. Hard surface modeling and environments, vehicles and ships, props and guns is what I like. Rigging simple IK. I’m always trying to improve but I lack the time between work/life/sleep. When I retire I’ll devote my time to perfecting the humanoid sculpt.
- Joel_Mckay 1y agoMost of the time in a production environment people will just slightly modify rigged models and mocap (content licenses get messy fast, but studio time with actors is also expensive): https://www.unrealengine.com/en-US/explainers/digital-humans/how-do-you-create-a-digital-human https://www.unrealengine.com/en-US/explainers/digital-humans... https://www.reallusion.com/ICLONE/ https://www.reallusion.com/ICLONE/ Or modify low-poly content from an asset generator: https://extensions.blender.org/add-ons/mpfb/ https://extensions.blender.org/add-ons/mpfb/ Getting the physics to look right is hard, as people are very good at spotting motion errors in baked mocap data. Re-targeting plugins for UE do work: https://artell.gumroad.com/l/auto-rig-pro https://artell.gumroad.com/l/auto-rig-pro https://fbra.gumroad.com/l/Faceit https://fbra.gumroad.com/l/Faceit https://apps.apple.com/us/app/live-link-face/id1495370836 https://apps.apple.com/us/app/live-link-face/id1495370836 I would advise against blender plugins that acquired mocap from unknown sources like research publications that rarely place the data into public domain, as the performance rights are not necessarily legally clean even if someone paid for or found some community asset pack. Again, it heavily depends on who you have on a team, project time/budget, and copyright/legal-encumbrance risk tolerance ("AI" is like shark-fishing with your arm). =3
- reactordev 1y agoAt this point, the pros are on screen surfaces like the Cintiq. Only hobbyists are using the Intuos non-screen surfaces. It takes a bit of practice to get used to it, for sure, but there's virtually NO learning curve for the screen based surfaces like the Cintiq.