[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Board
Settings Home
/3/ - 3DCG



Thread archived.
You cannot reply anymore.



File: 3d+modelling.jpg (44 KB, 747x340)
44 KB
44 KB JPG
Is 3D modeling hard to get into?
How much does it take to to be able to make something decent, how much to master it?
how much talent does it require?
>>
>>620836
Easy to make mediocre shit. Hard to make something not look like shit. To master it you will have to sacrifice your soul.
>>
>>620836
3d modeling is like anu other skill, when you are a beginner, your stuff will look like shit. Of course of you have prior art knowledge it really helps. Mastering things always takes a lot of time and effort. Talent is pretty much a bullshit cocept imo.
>>
my biggest gripe with art disciplines is that there is no solid education plan, it's like wandering in endless dark forest, stumbling on roots with only small candle. illuminate one path suddenly it's connected to ten thousand smaller ones and each one of those lead you further and further away from gitting gud cabin. and then suddenly there are winds of sloth and procrastination that snuff out your puny candle and its getting colder and colder with each step.
>>
>>620842
That's because art is so subjective that there's not a "one and done" solution to learning it.
I know it sounds shitty, but not everyone is cut out for it, being creative is a skill but it's also something you just have.
Teaching someone who's not creative to draw won't help them make art. Which is why you see such shitty 3d scenes with no real reason behind them other than "just because". Just like you can't teach someone to be funny.

The only real way to develop is to practice, and find a workflow that works for your specific needs. That's what the classes are about. Finding your creative process. Having critiques and shit help you to develop an eye for what works and what doesn't about yours and other's works, as well as helping you to distance yourself from your work and look at it from an outside point of view. People who don't have that make something shitty and think it's the best thing in the world. They can't tell what the difference is between something they made at their beginning stages and something someone with years of experience has made.

All that only takes you so far, and teaches you good habits and shit. It doesn't teach you to be creative, it's not something you can learn, but it's something you develop. The only way to git gud is to perservere until you realize there's no gitting gud. You're always going to improve and develop yourself if you keep at it.
Something that my professors said that always rang true for me was that "Art isn't created in a vacuum". Saturating yourself with the works of others is a good means of inspiration, and a way of setting goals. Learning about new countries, going out and doing things you wouldn't normally do is great as well. There's more to making art than just making art. If you sit in a studio all day, you're gonna get burnt out.

Gotta turn that fading candle into a campfire, fail to piss out all the embers and have it burn down that forest of anxiety and anticipation.
Just DO IT.
>>
>>620963
I agree with almost everything, but i dont think you can be creative withour drawing and or painting, if you only model or sculpt it takes so much time yo get anything done that the feeleling/idea is long gone whe youre finished and youre left with something technically impressive, but empty.

Learn 3d modeling, use other peoples comcepts, but do learn fo draw or paint at least a little bit to be able to capture whats on your mind quickly and the do it on 3D
>>
Yes
Now fuck off
>>
>>620963
Yeah but how ARTsy did the chick have to be who did the dinkwebs for Spiderman X; I mean, like, did we NEED a Michaelangelo here? No.
>>
>>620836
>Is 3D modeling hard to get into?
Yes, you need both the technical aptitude to learn and use programs with more controls and functions than the cockpit of a Boeing airliner, while also having good artistic sense to back everything up.
>How much does it take to to be able to make something decent, how much to master it?
I would wager at least 4 years to get good at modeling if you crunch tutorials and practice every day. Mastering it means devoting your entire waking life.
>how much talent does it require?
Subjective. 3D encompasses a wide spectrum of things you can do, some requiring more or less of one kind of talent than others. You could be a CAD monkey and just spend all day entering numbers into boxes to make models appear, or you could have a keen eye and knock out highly detailed models from a number of sculpt packages without obsessing about numbers. You could have a talent for visual effects instead, or maybe you're really good at lighting and optimizing renders. Maybe you don't care about the creation of content and just want to animate instead. Try it out and see what suits you.
>>
>>621162
>I would wager at least 4 years to get good at modeling if you crunch tutorials and practice every day. Mastering it means devoting your entire waking life.
damn... that's a witch circle, you need to be good in 3d to get a job\have good portfolio\experience, and the best way to get that experience and getting better is getting the job in 3d
>>
>>621204
>the best way to get that experience and getting better is getting the job in 3d
No. The best way to improve as a 3D artist is to practice constantly.
>>
>>621209
doubt you can practice well enough if you're starving or work on shitty job that takes all your time, why not get into field where you get both free practice\improvement AND money?
>>
As someone who started out as a purely digital 2D artist as of last year the biggest hurdle to jumping in to 3D is money and the learning curve.

As much as people like to poke fun on this board- programs like Blender, Sculptris and student Maya are crucial to continuing the conversation stream of fresh talent. However even that accessibility is hindered by the kind of money you have to put down just to get a decent computer that can run these programs to begin with.

Learning the programs is dry, boring, technical and in many cases horribly frustrating. Assuming you don't have the guiding hand of a professional who knows what they are talking about-tutorials, tips and intro videos are a mixed bag. It takes a lot of will power to finally understand the fundamentals. Once you do though you've finally hit clear waters. At that point it's all about finding out what you want to do, what's the pipeline for that goal, and using the respective software. As others have said if you are trying to go into the more creative aspect having a good grasp on art concepts, perspective and eye helps a lot. You aren't original for making yet another ArtStation slut, Testosterone McHero Fantasy Man, or a fucking car. But if you just want to be a cog in the wheel you do you.
Ultimately it becomes highly rewarding when not only you understand the fundamentals but you've refined your skills enough to make passable models.




Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.