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/3/ - 3DCG

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How do I deal with frustration from screwing up all the time?
I went into 3D because I thought it looked nicer than hand-drawn anime. At first it was fun to mess up and make ugly models.
But now I think I'm burnt up from being shitty all the time and feeling bad, I never get anything right.

I don't want to give up but I don't like feeling this angry. I tried taking a break and being /fit/ but it didn't work
modelling is like less than 1% of being good at /3/
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my modeling is shit
pic related
I don't think textures or good material can make it any less shit
try modelling in vr son
But that isn't bad. It needs work and finishing, but it's not bad.

This sounds like a classic case of being your own worst critic. Honestly, my advice to you is to accept the mistakes you make and do your best to either hide those mistakes, fix them, or make those mistakes look as good as you can and learn from the mistake if you can. The funny thing I realized while creating game ready assets is that you will always notice even the smallest mistakes in your model, but if the whole looks good, no one will notice. Nothing is perfect and everything is as optimized as you can make it.
I think you can fix the weird look with tje pull/grab till wjayever its name is in zbrush, try pulling the jaw back, experiment
Seriously look at some video games. There is some real mediocre modeling and texturing in quite a few.
>But that isn't bad. It needs work and finishing, but it's not bad.`
That is objectively bad. As far as character sculpting goes, >>615713 demonstrates a lack of any fundamentals. No anatomical features aside from a nose, mouth, and eyes, I don't think there even is a brow, shape of the cranium and position of the neck makes no sense, the guy didn't even bother to place his ears yet even though he's got a detailed mouth, and there's no presence of primary, secondary and tertiary shapes (it's just the finer shapes of a mouth and nose onto a flat blob of flesh).

No wonder you feel frustrated, OP, nobody taught you the proper fundamentals of character sculpting.

Start with Rafael Grasetti, he's got an excellent (and pretty cheap) tutorial that will cover the basics of anatomy. Or torrent it, I don't care. But you got shit to learn, and better do it from a solid source than through random experimentation. Once you're done with Grasetti, move onto Frank Tzeng, then Hossein Diba. Pick up the book called "Anatomy for Sculptors", it contains a ton of useful shit and will be your bible.

These tutorials alone won't save you. Unless you're already good at looking at your work critically (which I'm gonna assume you're not, cause few people that never studied the fundamentals of something are from the get go), you will want to join a community of artists with a focus on character art that can give you feedback and tell you what areas you need to focus your improvement on. Preferably not something from 4chan, as I don't think there's more than one or two competent 3d character artists here.

To sum up, the tutorials I've mentioned will make you aware of what you need to do, (good) community feedback will tell you how to implement it and what to focus improvements on based on your current weaknesses.
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that's the stuff boi

I'm feeling a bit better now.
thank you for your help. I took notes of this and will do my best.
You're not gonna make it with this attitude, and it's not watching dozens of hours of tutorials that's gonna help you.

Obviously it pays to be modest at first, but repeatedly calling your own work shit, saying you only ever mess up and make ugly stuff, feeling frustrated over it... you've put yourself in a mental rut from the get-go, and following tutorials from people that actually know what they're doing just runs the risk of having you become even more jaded. What if you mess something up or miss a step in a tutorial? Gonna go back to feeling shitty about yourself? Every now and then we get someone exactly like that on this board.

Accept that you're new, that there's a skill gap between you and the art that you want to create, and that you can work on closing that gap, but it will take a considerable time investment to do so. Don't compare yourself to artstation autists, look up to them when you're seeking inspiration. Then put the defeatist attitude behind you and make a commitment not to badmouth yourself and your models. Obviously accept critiques whenever possible, but don't say bad stuff about your art, and don't point out the flaws in it too - leave it to other people to do that and believe, that if you keep at it every day, you get better after every model you make, and you will move that much closer towards whatever goal you have.

THEN you can start watching tutorials. Until then, don't waste your time, because there might not *be* a next time for you.
You have an idea of what you want to do in your mind, perhaps it's quite clear to you (if your visualization skills are good) or maybe it's a bit nebulous.
You try to translate what's in the eye of your mind into the real world, but something goes wrong. You try to correct it, you struggle, you fix it mosty but not quite satisfactorily.
You move on to the next element of the project or detail of the model, but before long you run into the same problem again. Each of these errors starts to compound, and you feel like you've wasted huge amounts of time.
Your frustration grows, you've worked very hard but you feel like you have nothing to show for it; your model isn't living up to your expectations, there are obvious mistakes but you can't quite fix them even though you've tried very hard.
You compare yourself to other artists and what they accomplish in (what you believe to be) the same amount of time, and you feel like you've barely made any progress at all. You feel like by the time you catch up to where they are right now, they will be so far ahead of you that you'll never become "good".

Here is what is ACTUALLY happening: You are learning. You are like a baby using muscles they've never used before, you have to fail over and over in order to grow stronger.
With each failure you learn more, with each failure your body is changing to accommodate the strain you are putting on it. In the case of 3D, you've almost certainly developed a steadier hand, you've probably developed a more acute sense of color, and if you skim a "Questions" thread for your software you'll probably find you have the answers to some questions.

There are some things you can do (such as deliberately trying to learn, rather than sketch or doodle) but for the most part you need to keep at it and take stock of how far you've come.
OP, these are really long but worth watching (and have nothing to do with Blender specifically).


Watch them on 2x speed if you want

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