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I've been studying 3d for years.

>Started in 2004 with blender, 3dsmax and vray. (and other rendering software)
>Learnt AutoCAD, 2d and 3d. Tried Rhino and sketchup.
>Learnt how to combine the 3d work using gimp first, then photoshop. Wanted to learn more so started with vector, graphic and typography design. Decide to create a wordpress site too so that takes some study too.
Everything became obsolete, new ways for modelling appeared. Had to learn how to sculpt highpoly and new workflows. Fine.
>Studied zbrush for years.
>Started using Unreal in 2015. Learnt blueprints so decided to study C++ too.
>They asked VR and oculus, so lets try that too because I need more clients. Tried AR on android, developed a couple apps.
PS is not longer needed at all because there are better software like the substance family

Now I thought I would be ready, Im looking for a job and they ASK things like MARI, Houdini, Revit and another dozen programs which Im too tired to learn and use.

This is getting ridiculous. I just cant learn and improve myself every 6 months. But whats worse, they dont even pay you enough for all this effort. And you end up seeing that guy at the office still struggling with Microsoft Excel 2003 thinking his task is the hardest one.

I really hate the 3D industry. They keep asking for more and treat you like garbage. The people asking all this knowledge dont even know what they say/want. And then you see all those guys in the 3rd world working for 5$/hour.

Do you really think people already mastered all this software in just a few months? Or this is just bullshit and they just know the basic things here and there?

I should have studied medicine, this is really frustrating.
The "joy" of being a generalist...
Max and VRay are still relevant in Archvis, and Max is still needed for many tasks as the hub for content creation and scene layout.
For compositing, it probably would've been a better bet to learn Fusion (now owned by blackmagic) or Nuke instead of PS, but at the very least many of the concepts cross over, so it's not that much of a waste.
Zbrush is a good thing to know how to use, regardless of any other software you use, but it doesn't necessarily obsolete other workflows, depending on the models you're making, if anything it compliments any workflow you might be using.
Unreal is just going to get better over time, so it's a good investment, real-time graphics are the way of the future.
Mari is just another flavor of Painter but with support for bigger textures, and Houdini is primarily for VFX, you might want to ignore these. Houdini in particular is a massive time sink, if you don't need the proceduralism it offers, Max has a ton of excellent VFX plugins available.

Seriously, just pick like 4 key programs you want to major in, don't go with the flow just because you think the industry demands it. Cut things down to just like Max, ZBrush, Substance and Unreal.
>real-time graphics are the way of the future.
Are you sure? I feel like the current real-time methods are just intermediary means until graphics cards get strong enough for the average Joe to enjoy real-time ray-traced content. Then again, that was part of an Unreal demo, so maybe you are referring to real-time ray-tracing.
I mean this in a general sense, it's highly likely that in time the idea of raytracing and real-time graphics will converge to the point where it's effectively the same thing. Game engines just happen to have much faster development cycles than raytracers do, so it's more likely for UE4 to begin supporting such functionality far sooner than it is for Octane or Redshift to put out a usable graphics feed at 60fps.
Of course the possibility of these companies collaboration isn't off the table, Otoy actually didn't start with Octane, but Brigade, which they intended as a real-time raytracer for games that has been on hiatus for a while.
On the side of hardware, Imagination did demo a revolutionary GPU that only drew 40w of power, was passively cooled, and took up a single PCI-E slot, but could trace faster than a 980 Ti back a couple of years ago. https://www.youtube.com/watch?v=psDRzQw3v0o
The issue is that ever since Apple dropped them as their OEM for their mobile devices, they were forced to sell or drop most projects they were working on that weren't explicitly part of their core business, as Apple had been 60% of their income. So it's not likely we'll ever see an add-on card from them in a while, if ever.
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Are you focused on one thing or trying to do all at the same time? Learn only the skills you need to do your job and make sure that those skills are interchangeable with various software.
I have 1.5 years since doing character work and worked with a few AAA studios. In this time I learned the following :

Zbrush(I know it in and out),

modeling(basic principles and techniques of modeling in Blender ,switched to Modo and Maya a few times. )


Classical art knowledge (composition, color theory, design theory, value, etc)

Substance painter(I know it pretty much in and out)

Mari ( I know where everything is but my experience with it is limited to painting human characters -color, specular and displacement maps)

Marvelous designer (know it pretty well, helps me tremendously)

Topogun (quite straight forward, as long as you understand edge flow)

Vue ( I know it just enough to get by in it, I use it to create skies)

Photosop (I use it for compositing and post processing renders, will probably switch to Nuke )

Marmoset (know it well but it's also super easy to use)

V-ray (advanced level but still a lot to learn)

Arnold(can get by in it with doing basic stuff)

Currently I'm learning Phoenix FD, Substance designer and Unreal.

All of these are integral part of making characters and so learning them is pretty much an organic process.

As a rule of thumb in this industry you will need to constantly learn new stuff, because every studio has it's own pipeline. And it shouldn't take you more than 2 weeks to learn a new program, probably 1 week is closer to reality. I also feel like being forced to constantly learn something new is one of the best parts of this job, but to each their own

Oh, and stay away from pajeet sites like Upwork or Freelancer and you'll be fine. Work directly with the studios, they are a lot more respectful and understand what it takes to do what you do
youv'e done this to yourself.
Why does every mention of houdini on this board sound like advertisement?

Ive never heard of houdini before finding this place, but everyone acts like its the second coming of christ.
Houdini? What's Houdini? Ignore Houdini. There's nothing to see here.
because houdini is miles ahead of the competition
same with zbrush.
there is no comparison point between zbrush and mudbox. as you can compare 3ds and modo all day
Don't listen to this guy. Houdini is a meme. Everything you can do in Houdini, you can also obtain in other software like Maya or 3ds Max, and most of the time with way less effort.

It's pretty fucking useful and there's quite nothing like it, that combines all kinds of nodes into one package.
Man, talk about a stupid post.
Even outside the magic that is Houdini's simulation capabilities, Houdini has other features that blow the existing competition out of the water. What other software is capable of a procedural, non-destructive node-based modelling workflow?
Houdini has been around longer than maya you nooblet. Whats changed is peoe are finally waking up to how shit autodesk is and are looking for alternatives. In response to this awakening Sidefx created an indie price point for Houdini. That is what's fueling the interest.
Yes. As much as the features, it's a SideFX marketing push and a $270 / year price point that's generating the hype around Houdini. Not that the software is actually the second coming or that it obsoletes Maya.

Still, I do enjoy using it.
Most people know the basics and since almost every program has the same design (e.g blender and unreal) you only need to know one software (most likely the most in general of them all (paint, jk)). If you learn the basics of some programs it's a learning-by-doing progress actually

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