I found the /3/ board on accident yesterday and thought that starting to 3D model or whatever would be a good hobby and new years resolution. I read the sticky on the thread twice. So, if this somehow violates the rules, I'm sorry. Basically, a lot of the links on the sticky are dead. I "bought" maya yesterday because I see that blender is hated. I'm just looking for good tutorials to get started in 3D.
>>599055/3/'s blender hate is just a meme desu read >>598804
>>599055So, for a start are you just interested in modeling or some amount of FX and animation as well? I feel Maya is a bit lacking in traditional modeling tools and isn’t a good pick for a beginner either way. Blender isn’t a bad pick, and you could also try Max and Modo, which are the best poly modelers. I’d even suggest trying them all out for a bit to see which one you’ll take to the most.Just to round things out, you’ll also need a sculpting and texturing tool. Blender already has some sculpting features built in, or you could try out ZBrush, Mudbox or 3D Coat.For texturing, there’s the Quixel suite, Substance suite and Mari. Quixel works on top of Photoshop, while Substance Painter and Designer are stand-alone. Mari is like Painter but can handle much larger textures.As far as tutorials go, I know of BlenderGuru and CG cookie for Blender, Arrimus3D, ChamferZone and Grant Warwick for Max, Michael Pavlovich for ZBrush, Allegorithmic‘s own YT channel for Painter and Designer and a whole bunch of others I can’t recall right now, someone here had a list. Often I just download the topic that interests me.You should eventually figure out your workflow once you have some preferred modeling and texturing methods under your belt, as that is how you’ll generally produce content for an intended output, whether it’s just a render or for a potential game. For example, for a game model you might make a base mesh in Max, import it to ZBrush for detailing, send the high and low detail versions to Painter for baking and texturing, and then render it in Marmoset Toolbag, if you don’t want to bother with setting up Unreal Engine or Unity. Alternatively, you might start in ZBrush from scratch, and if even you don’t need a particularly optimized model, you can still generate a low-res version with displacement map for rendering.Of course feel free to read and post in the WIP and questions thread if you need any specific help.
>>599075I also want to add that you should feel fine with taking your time, it’s not like you need to be able to make detailed models in your first year of modeling, in fact, if all you have to show for it by end of 2018 is some nice-looking abstract shapes, even that is enough.Good 3D takes time, and “hero” assets in particular can be the product of meticulous design and iteration, even for people who’ve been doing it for decades.Quite often you’ll come across tutorials where it’s about “let’s make this basic modular game asset” and it turns out to be a multi-part series that’s several hours long. That’s just the nature of this thing and you’ll have to accept being able to commit a lot of time to whatever it is that you’re doing.This is why quite often most tutors start with their scripts and key binding setups, it’s all about having all your favorite tools at hand so that you end up wasting less time on minutiae, as it does add up. It might matter less in other types of software, but in 3D you really do have to LTFH (learn the fucking hotkeys).
>>599055this is b8
>>599063my blender hate isn't a meme REEEEEEEEEEE
>>599055>>599075>>599078I'm sure this is the same person )) and same person who creates 80% of /3 threads of blender/maya
>>599861oh and uses anime girl pictures..
>>599055Fuck the 3D learn how to draw instead it its a lot more fun trust me
>>599861I did write the two answer posts but I'm not OP, I don't think there are many people on /3/ lame enough to do that, this is a fucking creative board ffs not /g/, /v/ or any of the red boards. There's shitposters yeah but not any full retards that I've seen. Blenderfags can be bad but they're not retarded, just zealous.>>599862Controversial opinion, but anime girls do nothing for me and I have disdain for them, presumably, as much as you do.>>599884whynotboth.gif
>>599957>whynotboth.gifgetting good at 2 things is twice as hard and you will be twice as shit.
A lot of morons here will tell you to just start with video tutorials (and in a sense they aren't wrong), but video tutorials can steer you in the wrong direction and make you waste a lot of time.Maya isn't the most intuitive package out there... more intuitive than Blender, but still less than 3ds Max.Remember to focus on fundamentals. You don't really need to know box modeling, working with edges, sculpting, topology, or whatever the fuck have you.The number one thing you need to work on is being able to reproduce the silhouette of a shape in your head onto the viewport.If you picture a head, you should be able to reproduce it, no matter how ugly the wireframe is. Same goes for any shitty gun you make.
>>602227You forgot to mention the part where he'll have to retopo it to clean up that mess of a mesh you told him to make
>>602227>x package is better than yOpinion discarded.Aside from that, those are fundamentals you fucking retard.
>>602245>>602248>there are things more important than getting the shape rightI look at you people posting your annie may blobs, and it's clear where the priorities lieBeginners are so laser focused on technique that they don't understand how shapes work
>>602248the best package is the one that's open source and free!
>>602302>Lumping people together based on absolutely nothingI don't do no anime shit.Getting the shape right is important, yes. But you'll just have to retopo if you use your shitty method. It's better to just get it right the first time, retard.
>>599055Just use blender, blender is even a nice tool when you are not into 3d rendering and stuff anymore and you just need a video editor or 3d print model program or game modelling software because blender can do a lot of stuff
>>599055>taking advice from this forum