what is the best resource for learning the theory/technique of 3d modeling? every blender tutorial i've looked at is some paint by numbers shit.
Find a tutorial of something with a good amount of complexity and that takes ~2 hours or so to complete. That should teach a good amount of nuance and technique.Also, if you have a tablet or even a phone I guess, download the current Blender manual/documentation and read it from beginning to end. Just a few minutes of reading in bed every night is all you need.
>>530844> gib me fun theory/technique part first> tutorials are paint by numbers shit, copying someone else is for faggots> teach me a technical skill the way *I* think makes sense>>530848> you should pick long, complicated project for your first exposure to a new skillset because the best way to commit information to long-term memory is to bombard it with the most information at once > later, read documentation out of direct context from its product/3/, is it worth it to school either of these idiots or should I just let this thread slowly hit page 10?
>>531454haha yeah man epic. nothing worse than a person making an honest effort to learn something new :^)
>>530844What >>531454 is trying to say is that you do learn from the 'paint by numbers' tutorials, what's actually happening is that YOU are hitting your limit early on in the tutorial but you press on and at the end you feel like you don't understand how you go to the finished product (and thus are unable to make your own).This is perfectly natural and you just need to keep doing tutorials and learning bit by bit. If you revisit those old tutorials and try to change things in it (and I mean really change, not just change the colors or scale something), that you can and you may even find everything in that tutorial has become old hat. Basically you need to do more tutorials, whether it's a long project (which is just a sequence of tutorials by the same person) like >>530848 is suggesting, or random ones by people you like (that have new things in them you haven't done yet, obviously; like texturing, or sculpting, or whatever), the result is the same: you'll slowly learn everything you need to know. Finally, the "theory" (aka "workflow" aka "steps an artist follow to make shit") is this:1) Concept art (your own or off googe)2) Real life reference images 3) Start roughing it out whether sculpting (generally for organic things) or box modeling (generally for hard surface things, or to generate a sculpting base mesh)4) Color it somehow (Materials / Shaders, Polypaint, UV Texture which requires laying out UVs)5) Retopoing the model if it's a sculpt, laying out UVs to bake details from your high poly to your low poly6) Set up your lighting (your material will look like GARBAGE if you do not have a sufficiently complex lighting setup, especially if it's something metallic or reflective, but even Diffuse looks like garbage if you just have one sun lamp, or worse rely on World Lighting)7) Compose the scene (Composition is extremely important)8) Render it9) Do things to the render in "Post" (this is called Compositing) such as tweaking the color balance
https://cubebrush.co/mb/products/qt8ow>something like this, I have never treid thsi particular onetry to find a pirate for it, I m sure theres somehow one out there
>paint by numbers shit>usefulI know exactly what you mean bro.I always suggest Guerilla CG:https://www.youtube.com/watch?v=-bZ7gstIWyI&list=PL8B157BE4E02FA385Watch all of that shit. Gives you the basics for polygonal modeling. Go read the wiki page and see what other methods there are. https://en.wikipedia.org/wiki/Polygonal_modelingAfter that, this is the video I find myself linking the most:https://vimeo.com/9146369Learn and be aware of your edgeflow early.After that, probably paint by numbers shit to get you started on specific things, blender docs after that.
>>531783>try to find a pirate for it> Invest $64 into a career path, do i look like I'm made of money?No, you look like you're made of worthless shit.
>>530844I'm probably going to get hate for this but I recommend going to Lynda.com. It takes everything step by step and its pretty easy to learn. There is a fee though.
After making some random coffee cups following step by step tutorials, I stumbled upon the Youtube channel of Darrin Lile. He really got me to understand Blender's functions which I could then utilize to make stuff on my own. https://www.youtube.com/user/DarrinLile