[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: 1458063413058.png (3.02 MB, 1920x1080)
3.02 MB
3.02 MB PNG
Newbie here.

Just installed 3ds max, opened it - everything looks glorious, but Im looking at it like an indian, but really excited. Im about to watch 15+ hours worth of tutorials from lynda.com just to learn the very basics. I know it wont take me a day or a week to learn, I will study and practice for a year even if it means making the perfect sphere or a donut.

My question it, I really like this as a new hobby to learn, but as in every hobby you want to get better and maybe monetize it when you start achieving some decent results. Other than gaming and film making, where else 3d art can be used? My wife is a designer, designing kitchens but she is mainly drawing by hand. Can 3ds max be used to design furniture, interrior etc., or it is mostly for the gaming niche? Also, what other directions there are to choose?
Please, advice a beginner on everything you wish you knew when you were starting. Yes, I read the sticky, and Im going to be looking all the images in the sticky thread.
>>
>>642148
of course, 4chan is the nicest and most helpful community on the internet and especially /3 is full of renowned 3D experts ready to support you with advise and helpful comments
>>
>>642157
Well Im a long time 4chan lurker and yes. there are anons that can share nice tips or their experience at least. Having no one posting here, is probably due to lack of actiity on this slow board.
>>
File: 1519863436670.jpg (28 KB, 419x420)
28 KB
28 KB JPG
>>642148
>Can 3ds max be used to design furniture, interrior etc.

3dsmax + Vray is one of the best combo you can get to create architectural and design work, so I'd say that with enough dedication, you could definitely achieve something. It's a long road, but an interesting one.

Find professional artists that create things that you'd want to create yourself, and use their tips/work to get inspired and get better!

Check out Alex Roman, Bertrand Benoit, Peter Guthrie, Ronan Beckerman, and Matt Guetta

Good luck
>>
File: first project.png (65 KB, 640x480)
65 KB
65 KB PNG
OP here,

after 2 days of tutorials I finished my first 3d project. It doesnt quite look like they showed in the tutorial and now i see quite some symmetrical mystakes but I will work on them. Critiques are very welcome.

Used boxes and spheres to create that, I cant imagine how hard it is to create more advanced things like characters. Rocket science indeed.

Also how to texture it??

>>642292

Thanks,I will check those out.
>>
>>642345
>after 2 days of tutorials
If you really made this as a beginner from scratch, you are already past the level of 90% of this board.

I suggest you keep going that road until you feel somewhat comfortable to give your ideas a rough shape. Definitely learn about UVs as early as you can. (This will be the 'not fun' part, but it is crucial to texturing and having a solid understanding of how UVs work is something even a lot of advanced artists today lack)

If you really plan on someday making this a profession, I would suggest looking into Maya. I don't like to be the software shill guy, but maybe in the future you will look back and regret not having started with Maya instead of Max, but that's just me.

Definitely look into sculpting software (Zbrush) in the future, once you feel confident in your basic modelling skills. Hard linear surfaces you're on a good track, but soft stuff like the pillows you may profit from a good sculpt. Perhaps look into Marvelous Designer too for cloth simulation. It is extremely easy to use and yields good base meshes to work with.

Most importantly: Fuck off from this website. Everyone here is an asshole. Nobody here knows what they're talking about, including me. This site is only chatting and entertainment, not for serious feedback or advice.
>>
>>642364
Yes, I will keep watching more tutorials and learning new techniques. Checked Marvelous Designer - totally worth it and exactly what I was looking for. Im reading about Zbrush as I write this.

While I was watching some videos on UV I stumbled across a lot of Blender related content and I kinda felt sorry not starting with it. Then I noticed here how much negative feedback it gets, and it didnt make sense since the sticky said that the program is just a tool and you will get similar end result with any 3d program. Im kinda confused now as to what program should I use.
I cant just leave /3/ now, as there are so much useful stuff in some threads, as I said there are nice anons, Im trying to ignore the trolls.
>>
So you are really looking up stuff for yourself and don't need every single concept explained?
Woa...awesome. You are cool kind of noob. It really helps if one behaves not like a retard while trying to learn 3D.

Forget Blender for now, it just has reached puberty and goes through a difficult phase of changing completely.

What you want to do is check out and learn the core principles of 3D, get a grip on them and slowly incorporate all of it in your work.
Don't fret over software at the moment, Max is a great all-rounder, a little oldschool but still very capable and a strong pillar of the industry.

Also start low, pick small projects you can archive in a few days maximum. At first its better to do many small easy/mediocre projects than to suffer and fail with a harder and bigger one so that you can develop and learn passion for the art instead of frustration (that part will come soon enough)
Don't fixate yourself too much on the end result. Adopt a bushido mentality towards your work. Be ego-less. That way you can fail without getting emotionally destroyed. Failing is learning.
You will produce mostly stuff which will not please you aesthetically. It is a normal part of the process of learning this art (and art in general).
Its called the valley of suck.
You got 2 choices:
Go through it no matter how big it is.
Give up and get another hobby.
>>
>>642386
>What you want to do is check out and learn the core principles of 3D, get a grip on them and slowly incorporate all of it in your work.

As a noob Im really having a hard time understanding from where should i begin. I just started learning the program itself as a tool and mostly watching tutorials on what it can do and what I can do at my noobish level so far, so I can practice with the tool and stuff ive learned.
I am totally up to learn the core principles of 3d first, thats why I posted a thread so you can hint me where and with what should I start, maybe post some authors or names so I can start from A-B-C not from D-E-F

You mentioned to pick small projects, where can i pick them?? is there any workbook or place with tasks for beginners to do in order to get the hang of the things and learn while in the process? Or should I come up with the tasks myself for now?
>>
>>642379
>Im kinda confused now as to what program should I use
I will give you a honest answer.

As a basic rule of thumb: It doesn't matter. Absolutely nobody gives a flying fuck what programs you use if your final product is good. The only thing that matters is what YOU feel comfortable with.

Which leads to a different point: People tend to use different programs for different stages of the production. You sound like a not so dumb guy with the ability to acquire knowledge yourself, so I'm positive you will learn about all the programs in time. You will also quickly learn that in 3D you will constantly need to learn new programs, new interfaces, new techniques etc. because it is an evolving field. As in any art practice, there is no 100% right or wrong. You can achieve the same result in a dozen different ways. It just so happens that some programs have been used for decades, while others are fairly new and thus there is bias and preference wars.

If you really feel shaken by the number of options out there, maybe take some time out and first get an overview of what options you have, what you want to achieve and the easiest way to do so. Generally 3D has become a lot easier and beginner friendly than it was 10 years ago. Anyone can do it today. If you're dedicated, you can create shit on a pro level within a year or so.

Don't be discouraged. You've already discovered the key forward: Practice, practice, practice.
>>
>>642420
forgot this:

>maybe post some authors or names so I can start from A-B-C not from D-E-F
If you want to get into Zbrush, I highly recommend Michael Pavlovich. He has a Youtube channel with tons of beginner classes and IMHO he's an awesome guy since he offers quality education for free. Check him out only to get a grip of what Zbrush is and what it means to sculpt.

Most importantly have fun.
>>
>>642345
Pretty good for first two days.
>Used boxes and spheres to create that, I cant imagine how hard it is to create more advanced things like characters. Rocket science indeed.
Starting with basic shapes like that is fine for many things, however characters and other organic objects are typically made using entirely other methods, such as sculpting, which lets you get the shape you want without really having to "model" per se, because most sculpt packages today let you create things without having to worry about how they mesh is constructed, they do it for you.

>>642404
>As a noob Im really having a hard time understanding from where should i begin. I just started learning the program itself as a tool and mostly watching tutorials on what it can do and what I can do at my noobish level so far, so I can practice with the tool and stuff ive learned.
The thing is that Max, like many other content creation programs, encompass an incredible amount of different fields of 3D to fulfill everyone's needs, so you do have to really consider the type of work you want to focus on, because otherwise you'll end up pulling yourself into more directions than you can handle. Even if the average 3D artist nowadays utilizes 3-4 different programs, each for their specialized tools, you're only ever using maybe 10% of their full toolset, the ones you really need.

Also, /3/ tends to be slow as fuck, so I'd suggest you join a discord group if you want more immediate feedback, (3D discords are still slow AF), but here's one of the larger ones: https://discord.gg/fuZfX9x
>>
>>642471
Thanks, I joined the group. Im glad I dont need to study and practice animation if this is not my final goal in working with this program. The possibilities in the program are indeed enormous, the only limit is your phantasy.
Also cheers to the anon who recommended Michael Pavlovich, he really got me into zbrush and i installed the program, but compared to Max its really confusing so im reading a guide to it.

Meanwhile, Im still practicing in max. Thanks for the support anons. With every new thing learned Im liking more and more this.
>>
File: well and background.jpg (244 KB, 1024x797)
244 KB
244 KB JPG
Just an update from OP.

I switched from 3ds max to Maya, since it looks more beginners friendly to me (it actually has pics and explainations on them what a specific option does). Been watching more tutorials and experimenting. The more I learn the more complicated it gets and more interesting of course. The thing I really want to master is UV Unwrapping and acquire some photoshop knowledge. Pic is something ive been working on for a week, still not finished.
Downloaded keyshot today, dont mind the default sky and ground color, gotta get the hang of it as well.
>>
>>644192
I've been looking for a good tutorial or something on UV unrapping
If you manage to find something good or you learn something pretty useful PLEASE post it, I would really appreciate it
Also good job on learning so fast anon, it's pretty nice to see your progress, kind of a shame you changed from 3Ds Max to Maya (I'm quite a 3Ds Max fag) but obviously the result is more important than the software.
I would recommend you to learn material creation on substance designer/painter or another software for that porpose, that way you will get damn good materials for your renders.
Keep it up Anon, keep getting better.
>>
>>644196

https://www.youtube.com/watch?v=cBdxW6hrDDc&t=1s

Thats UV unwrapping in maya and then painting in PS, but it helped me get the whole process itself. I dont know if it will be useful for you though, you dont sound like a beginner.


Thanks for the advice, I will look up to some substance designer programs. https://www.allegorithmic.com/products/substance-painter - is this a good program to start with in this?
>>
File: asd.png (210 KB, 1341x1056)
210 KB
210 KB PNG
OP here again. I have a question regarding the speed of the modeling and what is considered slow/fast.

Pic related is what ive been modeling since Thursday last week - about 2-3 hours a day in Maya. Am I going really slow? I feel like it will take me another 2 weeks just to fully complete this with the engine and cabin inside. Then maybe another week to UV and texture it in substance. Is it supposed to take that much time? Will I ever gonna make it?
>>
>>647089
i haven't modeled much but have done some work and let me tell you that although it may be slow you have 100% of the information you need with those references so at least you won't be at risk of fuckups and that is pretty good, i say go slow and steady if you're convinced about it
>>644192
you need to pick textures that don't have light information, as bland as you can, the top wood texture seems to have light spots on it and it's weird, also no speculars, the wood pillars look kinda good, the rocks look repetitive but not all bad, same with shovel, put some subdivisions on that bucket and maybe some rust on that metal lever, and find a way to shade the sand, maybe you might need a particle system, you didn't exactly pick an easy scenario.
>>
File: Retro bucket.002.jpg (177 KB, 1024x930)
177 KB
177 KB JPG
>>647130
Thank you for the feedback and criticism on the well project. I will try to pick textures with less light spots as possible. Now that you said I really started noticing the bad light spot on the planks texture, so this really helped. It's funny how someone is blind for his work until someone else points out the flaws.

About the bucket, it didnt feed like a bucket you would use for tthat well, so I decided to model a new one. render is from keyshot, but as soon as I saw that textures in keyshot cant be tranferred back to Maya I installed Substance Painter as some anon above recommended. Hopefully by the time I finish the tractor I will be able to texture it there.Maybe add the tractor to the well scene, work on the sand and finish the project.
Whats the particle system you were talking about?
>>
>>647089
no, I am OP! Please disregard any questions asked by my imposters thank you





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.