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Learning Blender, how far can I get in 2 weeks? This is regarding set design, texturing, character modelling, rigging, lighting, and animating. If not 2 weeks, how many weeks, even months, would it take to learn the minimum extent of what I just listed?
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Learn to what level of competency?
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How much time are you willing to put into it per day per week?
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A couple of years for something basic if you want to go with photorealism. If it's for simple anime, probably less, but 2 weeks is nothing.
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Personally In 2 weeks i leaned the blender UI, some key comands, and the basics for a low poly model. But rigging, lighting and animation was until I was 3 months in.
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>>609971
>minimum extent
>>609972
2-3 hours a day, ideally.
>>609973
Cartoon style. I'm not looking to do photorealism anytime soon.
>>609974
Does learning the basics take 3 months or was it that you took your time?
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>>609980
Yeah, it's incredibly hard to tell since there are too many parameters involved. Even if you go with something very basic with simple shaders, it will still probably take at least a year. There's a lot of stuff to learn and you want to cover basically all of 3D job positions.
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>>609980
Took my time. I was taking a class in Udemy at the time and mostly dedicated around 8 hours per week
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>>609967
The real question is how long it will take you to unlearn it when you start doing something relevant.
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At least you're starting in blender and not maya. You already have a leg up on the competition.
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>>610361
>>610363
You need help, dude.
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>>610364
Cool down, blendlet
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>>610367


kek. Blendlets can't accept the fact that more than a single person on this board hate this broken piece of shit that is blender.
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>>610387
Blendlets are just repeatedly let down at the fact that autocucks have nothing better to do than argue which software is better. Work on your skills instead. Software shilling reeks of insecurity.
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>>609967
https://www.youtube.com/results?search_query=borncg

2 days.
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>>610387
It's the fact that that it's too painful for them to accept that they've wasted so much of their free time in a complete dead like Blender so they feel compelled to try to make other people do the same mistake so they can feel less stupid.
It's not just insecurity, there's also an evil component to it, as suggested by the anus with a 666 around it, which is the Blender logo.
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And like any other evil thing or substance, the first dose of Blender is free but then you have to buy tutorials and libraries from shady so called "gurus" or "senseis". And in the end the bad, broken and irrelevant results you get from Blender speak for themselves.
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>>610449
My dude, I have for long accepted Satan as my Lord already, and that’s why I can render the hottest donuts on Earth, something you will never be able to achieve with Autojesus’s software.
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>>610465

KEK
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>>610387
>>610367
>>610363
>>610361

Very first most important tip in /3dcg/, don't listen to idiots like these guys. Actual professionals don't give a shit about which program people should use and neither should you.

You might as well be arguing between two different types of pencils.
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>>610480
>professionals don't give a shit about which program
They do. Every single one of them. Each studio relies on a specific set of tools and they're very, very strict about that. If you ever had placed foot in a studio you would know this. And guess what: they don't use Blender and they don't want you if you ever remotely smell like Blender.
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>>610482
most studios prefer blender experience
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>>610482
>they don't use Blender and they don't want you if you ever remotely smell like Blender.

The actual fuck is your issue.

If course studios give a shit, they're the ones paying for it, and they'll be looking for what program is most efficient for their pipeline.

From a working individual's perspective it shouldn't matter. If there is a studio that requires you to use Maya, then you must learn to use Maya. If a studio requires you to use Blender (and yes, there ARE studios that use Blender), then so be it.

If you are not going to keep an open mind on things you are going to have a difficult time.
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>>610486
Haha, no.
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>>610493
Tell me 1 ONE studio that doesnt use blender
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>>610486
not true at all
studios don't give a shit about blender, it's mostly assumed that nobody want to deal with that shit

>>610497
where I work
AAA stuff
every client requires either Maya or 3dsmax

get your head out of your ass blenderfags
blender is okay for doing cringe waifus and more generally 3D as a hobby
if you ever want a job, switch to something else asap
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>>610506
this is absolutely not true. all the skills you learn in blender can be easily transitioned to maya or 3ds. It's just a matter of learning the interface, which takes very minimal time.

Most serious studios work mainly in blender because it's able to fulfill more tasks and do more things. Maya and 3ds are sidelined for very unusual circumstances.
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>>610506
>where I work
Where DO you work?

>>610513
>Most serious studios work mainly in blender because it's able to fulfill more tasks and do more things.
I'm also going to ask "which studios?" because the only one I can think of is COSA VFX, and they're not exactly a major name in VFX.
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>>610513
>Most serious studios work mainly in blender because it's able to fulfill more tasks and do more things. Maya and 3ds are sidelined for very unusual circumstances.
Dude this is 100% false, stop it, seriously
It's just not true. Studios DO NOT use Blender. Companies, their clients, and their outsourcing partners DO NOT use it or rely on it for any of their projects

>>610514
sorry, not gonna reveal where I work or what projects im involved with, but I can say that they can be big titles on Xbox, PC, or PS
ive also done rendering/cinematics in the past
in 10+ years of work, never I've been asked to use Blender. ever. it's never even mentioned.

it's worth repeating: a serious professional workflow usually involves, at its core, Maya/3dsmax, Zbrush, Photoshop, and a texturing software like Mari or Substance
in some cases you'll have stuff like Houdini or Modo, but that's another story
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>>610519
>my experience defines the industry

stop being so pretentious. just because you're in your first studio, dont assume everything your leads say as gospel.
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>>610519
>serious professional workflow
>Photoshop

>Photoshop doesn’t even OCIO

>serious
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>>610529
not my first studio, and I've collaborated with enough small, medium, and big ones to be able to state what I said with confidence. if you don't wanna believe it, its not my problem

>>610592
top zozzle PS hater
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I fucking hate Autodesk's monopoly. Did you hear the stories about them spreading lies about Blender? Horrible company and I don't want to be a small fearful sheep who must use their filthy products just to be able to get a job in some big studio and become a monkey for the rest of my life, a tiny wheel in the system. I respect Ton Roosendaal so much for never giving a fuck and always doing his own thing.
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>>610592
Oh hey, someone hating something other than Blender for a change.
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>>610640
I hate monopolies too but Blender being bad is not a lie. Blender is not helping. Blender doesn't help.




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