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Is it worth taking a class in school for 3D design even though I know guides exist online? Will I still have fun if it becomes a job anons?
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Not unless it's VFX. Just learn online
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>>581945
Pro tip*
You will work is some low tier studio where you may or may not get paid.
Stops being fun after a while.
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>>581945

When you do something you love as a job it's a mixed blessing. I work in the music industry and I work as a jobber/session musician, and engineer, a composer, and a producer. I'm able to make a living doing what I love, music, but that doesn't mean I always love what I'm doing for a living.

There have been a number of times I've had to simply think about the Bordens (or Benjamins as you'd say in the US) because the project I'm working on doesn't really thrill me but they're paying for my skills and talents.

I've been commissioned to write music for theatre productions that I've felt were mediocre at best. I've worked engineering and producing for people's whose work I really don't like and I've done session/jobber work for musicians I thought were sub-par. Why do you do it? For the same reasons anybody does any job they do, you have a mortgage and bills to pay, your kids need new shoes, you have to take the dog to the vet, you've grown fond of eating on a regular basis. So you hold your nose and do your job and think about the pay cheque.

But sometimes, maybe even often if you're lucky, you get to work on a project that absolutely thrills you, you get to work with peers whose talent you admire and you get to really flex yourself creatively and challenge yourself as a professional and when those moments come along in your career they more than make up for all the times when you've just had to lower your head and think about the pay cheque.
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>>581945
Class mainly recommended for esoteric stuff like CAD/CAM, where fucking up is not an option because it could result in a faulty product, so you might not even get hired without a degree there.
For general art purposes it's really only down to how fast you work. Quality isn't usually isn't a primary consideration on actual productions, the best work you'll ever see from a person is in their folio, whereas it mainly pays to be on time and to be in sync with the rest of the team otherwise. Be ready to throw away work at a moments notice as the project goes on, nothing is final until it's shipped, as a result you need an iron-clad workflow so that if you have to redo a model weeks before a game goes gold, you can be sure that you can do that.
Just like animators block out broad movements before adding smaller motions and subtleties, start with making simple assets start to absolute finish, and slowly ramp up complexity throughout your assembly as you get better, but always try to finish something as though ready for use; modeled, UV'd, textured and rendered, and preferably rigged/posed it applicable.
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I gave up on working for a studio a while back. It wouldn't be fun and I don't think I could keep up with how demanding the job is. I love doing 3d and enjoy it in my free time doing little projects and on occasion do freelance. That pretty much scratches the itch for me. I wouldn't go to school specifically for 3d since you can learn all you need to on youtube or 3dpeers, but if there was an elective class you could take besides other classes you're already taking, I'd recommend it as it's a whole lot of fun.
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Hey everyone thanks for the replies!

I understand everyone's points and have decided I'll just learn it through stuff online. With that said is Blender Guru any good? I started following some of his videos already but would like some other people opinions because I really still don't know what's good. (I'm sure this is answered in the sticky so I'll check but replies welcome)
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>>582063
blender is shit if you always plan on being an amatuer
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>>582063
cgcookie if you want to get serious
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>>581945

Simply following guides isn't enough. Assuming you miraculously work well enough alone, you will still have no network.




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