[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Settings Home
/3/ - 3DCG

Thread archived.
You cannot reply anymore.

File: poopy.jpg (121 KB, 820x524)
121 KB
121 KB JPG
If you had to create a beginner to master lesson plan, what would you include?
honestly i can't answer this.

if a student comes to me and says he want to make cartoon characters and the other wants to make realistic ones. there is an entirely different set of techniques and rules those two must follow.
so i can't really give any begginer or advanced student an advice.
trust me i wasted alot of time on rendering and lightning and i end up eventually doing realtime graphics, this effort could have been concentrated somewhere else.
5 years of 3-8 hours a day learning,
including watching tuts for the first 3 years
It is possible to get into a low job like <4 man mobile game studio or so, after 2-3 years .
Honestly make a good knowledge of videos ( youtube isnt the only source for good tutns, go to cgpeers.com for ex.)

-Subd modeling (basics, at least understanding how it works)

-Basic hard-surface techniques

-Basic sculpting

-UV unwrapping

-Textures and materials (PBR material properties)

-Basic lighting (how to present a model)

-Real life material details/studies (understanding how objects are made, proper use of screws/details/etc, adding wear)

-High->low poly baking

-Videogame modeling/texturing (if going into vidya)

-Anatomy basics

-Advanced organic modeling (sculpting humans, maybe animals)


-Animation (really vast topic, can be learned earlier or separately, and should probably start by using others' rigs)

-Cloth sims/sculpting for characters

-Design theory (composition, colors, balance, story, etc.)

-Advanced lighting (environment)

In that particular order, won't make you a master without practice but should cover all the important fields. There's obviously some stuff you can skip if you don't need it, say character modeling if you want to do environments, but on the other side being remotely proficient at modeling and texturing props is very helpful towards making good character models.

Also learning anatomy is kind of a bitch, it's a big investment and takes significantly more time and effort than a lot of the other steps.

Learning design should come last, so you have practical skills you can immediately apply your knowledge to, and not first like they teach at my retarded school, so you know all the intricacies of 1980s russian cinema but can't bake a normal map.
>Learning design should come last

Thanks anon. This is a concept I've been struggling with everything I'm learning about. I get it to respect the history and to conjure inspiration but I agree, I should be learning the basics/building blocks before I waste 8 weeks learning some bullshit history before the tools I need.
prabhu creative works and 1000 hours of playing around with ncloth
How would you divide this beginner to master lesson plan into beginner-intermediate-master?
As in, how would you divide your curriculum?
These are just the steps to get "beginner-intermediate" knowledge at everything. Imo, you only really need to get beginner knowledge in the previous fields to start studying the next one (enough to move along, you know.)

To get master level at something you just stop there and do a lot more of it. This involves practice but also lessons, tutorials, crits, whatever works best for you.
Cool. Imma try this out. Thanks anon

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.