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Did sfm set back 2010s animators years? (kinda ignore pic)
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>>1014632
Nah he has a point, if something becomes popular and an entire generation spend their time working that thing and it is inherently more limited/narrow/naive whatever you wanna call it ofc that will act as a intellectual drain on the entire output of that generation.
I don't know enough about SFM specifically as I'm too old to been part of it but as a concept it tracks.
Think of all the people who where making flash cartoons just for the whole foundation of it to go poff.
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>>1014636
not that anon, but I think that's more on the individual artist's personal philosophies than a program limitation. I use Blender now specifically for its versatility but I miss how maps and models were so easy to import and a lot of those were lower poly for source engine. You have a lot more control but you need to learn how to grab the bull by its horns whereas sfm gets people rolling fast and some are happy enough with the results. low barrier of entry isn't a bad thing, because in the end it's just another tool for artists to play with (not my work)
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I remember somebody saying that the sfm porn alone pioneered a lot of techniques that are standard today, but I don't know if that was as far back as the 2010s.
SFM certainly made animation more accessible, though. So long as you had a character with bones, it could give them a rig.
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>>1014824
No it’s because genz is stupid, they don’t like Mr. Beast. They don’t like real artists and do nothing when politicians kill off people who helped create the country.
There’s nothing original or interesting for that channel, he just takes assets from people and gets paid for stealing it.
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>>1014848
>>1014852
then why didnt you create something new that was real art and beat him?
the only thing skibidi has is output. theres hours of it. not some animatic of a pulit episode that took 2 and a half years to make that never gets followed up. continuous episodes, regularly released, for years.
the more you dumo in the quality, vacuousness, and stolen assets the more foolish you look for not doing it better. you could have made a whole animated series with 99% stolen assets and 1 3d model made by you in this amount of time and be richer and more acclaimed than skibidi. instead you made a few unfinished projects that you abandoned because you thought they werent good enough. oops the singing toilet guys a millionnaire.
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>>1014855
SFM is well known for awful animation quality. You don’t need to look far to see the animation being lack of the basic elements for entertainment. Yet no GenZ cares, they were taught to never cared about the animation or effort during the stupid production of “children YouTube” channels. How can you teach children something is incorrect when they don’t care.
As for why i and others didn’t release our videos is simple. We are not using stolen assets, we build the stages, we build the sounds, we make the music, the characters are put in effort and we upload it in hopes people see it. You have never been part of 3D art if you’re saying stupid things like stealing assets when our vision of our project requires creating new assets from scratch.
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>>1014860
>We are not using stolen assets, we build the stages, we build the sounds, we make the music, the characters are put in effort and we upload it in hopes people see it
post links. youre lying
>You have never been part of 3D art if you’re saying stupid things like stealing assets when our vision of our project requires creating new assets from scratch.
naive and incorrect. the bulk of the 3d animation industry is stealing contracting, and cutting corners. for every big budget feature there are a hundred direct to dvd slop ripoffs for sale in grocery stores all made by mouth breathing monkey people in bangalore.
youre not getting the point.
>genz doesnt care
NO ONE CARES! No one is impressed by your handmade backgrounds almost entirely due to the fact that youve never finished and released your project. and by the time you did ever release your minute long demo reel the aet theives have released 10 one hour long movies.
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>>1014631
It definitely taught a lot of bad habits, worst of those being animating arms entirely in IK. The amount of time that takes for even mediocre results could have been used to learn the right way, with better results
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>>1017723
Since you're manipulating secondary parameters like focal length it's super unintuitive and fiddly and you aren't gonna get he effect you want still, since you aren't trying to reproduce a real physical scwne configuration but a weirdo bendy cartoony character look. Sp you bend the character instead and it's easy-peasy
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>>1018095
nicely put
>>1017723
If you pose the character into the pose you need it can look flat and stiff, and exaggerating the camera can warp other parts you don't want to look warped like backgrounds. So with forced perspective you can create more stylized images. Basically take the camera and pose the character so that your composition looks good. Very tough to pull off correctly but when it clicks it looks great. Unless you're already an artist working on perspective skills it will take time to develop the understanding of proportions to exaggerate them in a way that feels natural to the eye
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>>1014868
nah he's right. asset thievery is great if you want to make a middle income doing art. Why would you want that, though? Why treat art like a 'real job' when you can just get a real job instead.
People make fully original IP for a reason, not a monetary reason, but because they want to create something that is wholly theirs. That goal is different from "being an artist for a living." It's entirely possible to make money doing either, making money with art is more about finding buyers and a market than "how" or "how fast" you make your art. The only thing asset thievery allows you to do is make these attempts at making money off art with a lower skill floor, but it's also plainly obvious that successful attempts with stolen assets are very, very rare.
DESU, when it comes to 'hustling,' you get like 4 or 5 actually good money-making opportunities a year as an artist. Once you've developed your skills, "making" the art becomes pretty trivial compared to actually working within the constraints of these often completely random opportunities. This is true in most mediums, hence why most people grind 80% of the time and make their money off of actual hits.
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>>1022799
Skibidi is so famous and has made so much money. It hit mainstream meme level. In the time since that post ive seen kids in skibidi halloween costumes and seen skibidi toys for sale in stores.
The audience does not care or even notice that the assets are ripped.
Im the anon youre replying to. I make my own assets. I invest time and work into my projects. After 100 hours i have a a fraction of the necessary assets i need and theyre of inconsistent quality as i move back and forth between devving and modelling. Always needing a "placeholder" always relying on a "prototype". When i debut a game and boast
>hey these are all original assets
Im not forgiven for the quality or quantity. Skibidi gets criticism for stealing but the audience only cares if the edges are smooth and the surface is polished. Not who did it. The audience knows that every couple of days theyll get another couple minutes of skibidi to watch. That became dedication. Seeing that teenager parade around town at night in the fall, in a black onesie and carrying a giant toilet on his head. That's dedication. That's esteem. Forget the piles of cash if you dont care about that. Skibidi has worshippers.
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>>1014631
No I think SFM made animation very mainstream and available for the average user more than Blender did and that was most likely because of the free assets from TF2, GMOD, and the Steam Workshop.
I still love the way the Source Filmmaker renders things and would love to emulate the Source Engine render look in Blender, but I never figured it out.
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