[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: 1447120477151.jpg (50 KB, 736x724)
50 KB
50 KB JPG
how many of you went to school for 3dcg? If so, where and was it useful? I've been a 3dcg hobbyist for years now but I don't feel like my skills have progressed much in the last few months and I feel like school may be the best option for me if I want to get better.
>>
I'm a hobbyist as well but I've been on /3/ long enough to know that pretty much the only answer you'll get is: waste of money, waste of time, don't do it.
If you want to further your skills, my best advice is to just give yourself challenges. Task yourself with things like going through the character creation workflow in full, if you're already past that, then set a strict deadline for yourself, say get it down to two weeks or something. Maybe try making your own game, many people learn tons from the process of it alone. Or you could go onto social media and participate in whatever challenges catch your eye, Artstation stuff and all that.
While schools and all provide some sort of regiment to your workflow, there's a high chance your teachers won't be up to par and the pace may be uncomfortably slow (going off the many anecdotes I've read on this board). It's generally a more comfortable experience learning on your own, anyway. If it's a matter of time management, then you should learn to manage that on your own first then come back to something as time-consuming as 3D.
>>
>>643228
Not really qualified to answer this because I'm relatively new to 3DCG (about 2 years into it) but I have taken 2 college classes (credits that I could use for my own major, slightly unrelated field though) so I can at least weigh in to a lousy extent. From my experience, the stuff you learn from the classes I took are no better or worse than the tutorials you can find on Lynda, digitaltutors, and so on, granted it was fairly easy stuff. I do however think you get more value by taking such courses/tutorials rather than going to a dedicated school and paying out the ass for it. I've gotten better by just learning new things with each project. On the other hand, I don't think you can good, like REALLY good, without understanding some of the nitty gritty stuff that goes behind the scenes, like the /why/ things work the way they do, understanding how shaders truly function and that sort of stuff, but I'm unsure if that's even in the typical curriculum of a 3D Art major.
>>
>>643233
This Anon is right. Taking 3D to Vfx course right now. My experience so far is garbage. They don't teach shit, and only tell you how to use the sofware, which takes them more than half a year. Guess what? Anyone can learn software in a week if they give a shit. Useless, utter waste of money, already knew more than everyone (including the teachers because I'm a technical artist).
>>
if they offer cad then take it. if its just polygonal 3d then just do it yourself
>>
>>643604
Do you want to explain this a bit more? Never taken / used CAD software before btw.
>>
>>643650
well cad is more technical and less artistic.
in industrial design you are basically modeling from plans so its important to be accurate.
in 3D, there is more room to make mistakes and its like any other form of art, the online resources for 3D in general are enormous
>>
What you need most of all are people who you can trust to give you honest non sugar coated feedback or have additional experience in doing what you're doing. You can find that in a myriad of places for free online. Most of all of you feel your skills are plateaued it is because you're too settled into a comfort zone. Figure out what that is and do something that shoves you into the holy shit what the fuck am I doing zone. Then fail at it a hundred times and ask for feedback from people online.
>>
>>643228
I took a 2 year games design corse in college. The corse was new, the teacher had been learning 3d for less then 3 months before teaching us and the majority of the corse was fillers BS.

That said, it's what introduced me to 3D and for that i think it is a little worth it.

After finishing the corse i applied for a well established archvis university hundreds of miles from my home town. I'm currently in my final year of this corse.

The corse has 5 modules, 1 year long project and 4 smaller 3D modules such as a unreal engine submission. There is also a fine art class that comes with this. I'll say now, i think it's worth it; it was for me. College was bad, but that's my fault for not researching into it. The uni helped me get a full time paid internship. Things like that will be difficult solo.

What it comes down to i think is if a piece of paper that says you are able to learn, work and meet deadlines in a class room environment is worth it to you.
>>
>>643968
Also i should mention in my first year there was 90 students, second year: 20 third year: 3 including myself
>>
>>643228
I did, and while it is true that it's all skills you can self-teach the speed at which I learnt was so much faster. When I started I couldn't model a cube and by the end I was making pretty good looking characters.
Plus the one-to-one tuition you get from your professors and the whole teaching and learning environment helps too. Yes, I would have been technically capable of learning it myself, but without the guidance and pressure of a school environment I'm certain I would have given up.





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.