Hacker News new | ask | show | jobs
by pieterhg 3689 days ago
Yep. I'm not doing it to do client work. I already have a my own startup that gives me income.

I want to do stuff with VR though as a maker, entrepreneur, artist, or however you'd like to call it. If it's monetizable that's a fun side to it. But that's not the priority here. Fun is!

I do see it as a skill in the future, just like coding is now. If you can combine that with making an app, game, art, business or anything really, that's good for me.

3 comments

Since this is for fun for you (in the short term at least), did the price tag of Cinema4D come into play when choosing it as your tool? I've been getting into 3D as well as a hobby, and given a choice I'd use Cinema4D because it is popular among professionals in the domain I'm interested in, but that $3k+ price tag is hard for me to justify.
You could start with Blender. It's very advanced and totally free.
Blender's pretty awesome. I've been using it since it was Not-a-Number shareware. I think that the "Free Blender" campaign was the first crowdfunding attempt that I ever experienced. It's been awesome watching the program continue to grow and flesh out with pro-level features over time!
Hey Peiter - your scene looks great, especially for a first time.

If you're already in Cinema 4D you should look into the various post-processing and rendering options. I think a little bit of DoF, ambient occlusion, global illumination and volumetric light could really make your scene shine.

Nice! I'll try that for sure. I'll be improving it over the next few weeks but wanted to get this out for the deadline!
3D stuff is definitely fun(I say this as someone who's been doing it for almost 10 years across various industries), however the one thing is the amount of work you need to do is an order of magnitude higher than traditional 2D media + code.

That usually scares off all but the most serious funding.

Once you start playing with Unity you'll see there's a whole nother side of the 3D pipeline that takes just as much effort.

I have no experience with Unity. Can you please explain the kind of work involved? (btw I have no interest in gaming, but am interested in all non-gaming things you could possibly do with 3d-modeling, Unity, etc.)
Dealing with interchange formats(which Maya and 3DSM excel at, no idea on C4D). It's very common to find that something you've build in your authoring package doesn't import cleanly and figuring out why can take time. If you bring animation in at all you'll have to deal with skeletal rigging, and then the tooling you want to build around interaction on the unity side of things.

There's a reason that games budgets end up running very high unless you're dealing with 2D/simplified content.

There's a lot of optimization that needs done for realtime.

For any given asset you may have a pipeline like so:

Sculpt hi rez model in Z brush > create low rez model and retopologize (can be a very manual process) > UV unwrap and bake the high rez details down to Normal maps for the low rez mesh > Use DDO or Substance painter to create custom textures for diffuse, metalness, etc > Rig model (if you are animating it) Then export to the engine. Rinse and repeat based on major art changes.