Your daily reminder that there is NO secret to gitting gud. It's the amount of hours you put into your work. Why are you here? Close your browser and open up your 3D program. Go on. Scram.
no, it about knowing what your doing and the fundamentals. You could try to do something over and over 100 times and learn very slowly vs learning the fundamentals and learning correctly
Problem is I'm too lazy to spend hours on making shit look good while I could just pull out my minimalistic/clean card and make people think I'm a genius while I'm considering suicide because everything I've done so far is bland as fuck.
>>553880Did you make that? It looks like shit you wasted your life because you have no talent, good job.
>>553887Nah that's a piece off the Substance website.
>>553882Take the iron pill and maybe you'll grow a pair and learn to make art you lazyfag
>>553880>It's the amount of hours you put into your work. Being able to move a car forward doesn't necessarily mean you can drive it nor that you know traffic regulations. Theory is just as important as practice. Also looking at others peoples work and talk about it is a good motivator for yourself.
>>553887Edgy contrarian strikes again
Biggest problem i see with beginners is they lack basics and observation skills (considered too boring hence skipped by average cg artist). Everything else can be learned so easily these days with amount of information available online.
>>553887nope. it looks good, and you're a moron.
>>553887come on little bitch, its really not that bad, especially compared to all the shit on /3/
>>553880>>553881this, both to consider
>>553893Fuck that, I prefer doing shit that matters. I can work 24 hours on a game, but creating all the models will only be 30 minutes out of those 24 hours.
>>553990sounds like your graphics suck ass
>>553990>"fuck learning fundamentals i just want to skip to the fun stuff xd"your mindset is a meme.
>>553992True, but because I use solid colors on most stuff, I just pull the simplicity card.>>553993>graphics are more important than gameplayFuck off
>>553994>graphics are more important than gameplayyou have 90s graphics grandpa, thats the first thing anyone sees on youtube
What exactly do you mean by fundamentals like setting up correct meshes?
>>553887You have no Idea what your talking about, do you?
>>553881what are the fundamentals then ?
Daily reminder that creativity and artistic vision are an inherent trait that you're either born with or will never have and no amount of time, passion or effort will help.
>>554171you can still practice and be the best that you can be.if for fun.. does not matter so much. but for work? more stressful indeed
>>553880So true it hurts.
>>554022>>554065Fundamentals are shit like anatomy, how many heads tall your character should be, when to use quads and when to use ngons, what things cause shading errors, what types of lighting setups there are, general goals and concepts behind good composition, what makes for good topology with respect to animation, color theory, what sorts of lens settings to use on your camera and when, and so on and so on and onBasically the core concepts of "art" that can basically be translated between any of the disciplines (real life sculpting, 2d drawing, photography, cinematography, etc)Also this video is great and that it's by a blenderfag is irrelevant:https://www.youtube.com/watch?v=vM39qhXle4gIncidentally a lot of his videos are really good with respect to fundamentals (such as lighting, composition, etc) and the ideas are relatively universal
>>554248actually nobody knows what the fundamentals really are. Andrew isnt a good artist himself, his work is poor for someone whos been doing it for as long as he has
>>554248I always assume 4Chan would hate this guy for his non-cynical, upbeat personality, but he is a really cool dude. Great video.
Holy shit guys, I stayed off my internet browser this morning and actually got some shit done.I can confirm what OP said is true.
>>554259>actually nobody knows what the fundamentals really areit's not because YOU don't know that we don't
>>553880Shit. You're right. Thanks motivator anon.
>>554259andrew does not occupy himself with work. he is a good speaker, you have his team behind the scenes to make his content and he have a partnership with some texture-stock site.
>>554279he has no excuse for the amount of years that hes been doin this
>>553880I go here when my shit's frozen or I'm baking maps.
>>554248>>554259Yea, that's a weird list of things to call "fundamentals." Some of them are pretty fundamental, but not shading errors, camera lens settings, and even details of topology. Even triangles versus quads is hard to argue as a "fundamental." 3D modeling is constantly changing and the whole concept of triangles vs quads could go out the window overnight.Fundamentals are what you would learn if you actually went to art school. Think about what makes a good sculpture (like an actual sculpture of clay) or a good painting or even a good pencil drawing.And yes, it's all subjective. Everyone else doesn't have to like the same art that you like. But there are some things that nearly all artists consider "fundamental."
>>553880>Implying this is good.
>>553995I Fucking Love That Picture
>>556583>And yes, it's all subjective. Everyone else doesn't have to like the same art that you like. But there are some things that nearly all artists consider "fundamental."fundamentals doesn't mean one thing vs. the other, or right vs. wrong, having good fundamentals means CONTROL over what you are doing. subjectivity would be using perfect symmetry because you hate the rule of thirds, or vice versa. but being a good artist means you recognize what both of those things are and make a conscious decision to choose one over the or.