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/3/ - 3DCG

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I have several questions for professional anons lurking here. I am about to embark on a long and arduous journey of learning 3d modelling but I am unsure of some things.

> how long did it take you to become proficient in your software? what tutorials did you find most helpful

> would you consider professional work to be tiresome/not worth the bother?

> is it difficult to make models if you are very bad at drawing 2d?

> do you have any advice for somebody starting out?

I read the sticky, but I also would like to hear from people with experience
1. Depends what you mean by proficient. Learning where everything is and what each button does in a specific software:1 week, sometimes less, sometimes more.
Learning to actually sculpt, model texture and all that to a decent level(decent level as in "I started making money with my stuff"): around a year, a year and a half

2. All work is tiresome. Do the same thing daily and eventually you get sick of it. Add to that crunch time, short deadlines, bad clients, stupid art directors, underpayment, etc and they pile up. That being said i prefer it to most of the stuff out there that literally makes you want to kys, including programming. It's also pretty satisfying being able to show people a finished product
3.Does knowledge of drawing help with 3d? yes, understanding proportion, outline, anatomy, value, color are all skills that you'll need in 3d and those skills originate in 2d work. That being said, you can learn all that directly through 3d, knowing to draw is not a prerequisite

4. Rather that randomly learning interesting shit that picks your interest, invest a few weeks to research and systematize a learning plan. Be sure to have a clear path in mind as to where you want to be(level of skill, specialization, etc), pick a decent timeframe for it and make a clear plan for for that. Example: say you want to be a character artist: Break what you need to know into categories such as speed, skill level, anatomy knowledge, software expertise, artistic sense, etc and find role models for each of those. Find what knowledge/skill set separates you from these masters and than create a schedule for leaning/exercising those skills in order to close the gap. Being well organized in your learning will help you save years
this is interesting and I will take the answer to question four to heart that sounds like a very good idea.
I was drifting between tutorial videos on youtube for maya just doing random stuff from them but I will plan out my learning more effectively.
thank you.
1- About 3 years. After that, the softwares and overall techniques will become outdated and every 4-5 years or so ypu need to re-learn everything.
2- If you´re getting paid, it´s work
3-Yes. Learn how to draw.
4- Its only hard at the very beginning. After that is just worse.
thanks you for the reply I will going to learn to draw better
1. Took me about 6-9 months of half assed fucking about to learn how to model most hard surface stuff. However this time will vary by individuals. The average time I'd say is about a year. Most helpful tutorial is just the one that goes over the basics of how the program works, then look at a million examples of wireframes and find out what makes good topology. Dont reinvent the wheel with your topology, you'll be wasting time and it will look like shit for a long time.

2. It's work, like anything else. You'll be doing boring shit at the start, unless you are a god who can be trusted with doing more interesting stuff.

3. You dont need the skill of drawing to be good at 3d. You need the skill of observation, so whether youre looking at a still life piece and making a 3d model of it or drawing it, you are still developing your observational skills. Really look at shit and pay attention to all the details and forms, etc.

4. Just do work. Most people are lazy cunts or are not serious enough to make it into a career. If you put in a few hours a day you'll be AAA junior material in 2-3 years.
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>and every 4-5 years or so ypu need to re-learn everything.

absolute bullshit.
people like you also think it's impossible to jump on a different software package after years of getting comfortable.
the basics and base principles of 3D modelling are the same in every software for literal decades. if you know the principles you can translate this to every software you use. you never have to "relearn everything" you just have to translate shit that is called different in other packages in your head until you get comfortable again.
sure, if you only cling to the meme names those software houses give the functionalities of their programs without knowing what is actually happening behind the scenes it's hard to translate shit. hence you really have to know the basics and then just look how you do it in the package of your choice.
This. In the past 15 years there have been a few shifts in the way 3D content is created (as well as viewed/distributed), but if you’ve learned how to model with subdivision surfaces in 2005, it’s still largely applicable today.

My takes:
1. I would say about a year, not for the software but modeling in general. Early on you’ll be learning the software at the same time as your modeling skills, so it’s hard to gauge how much of that time is spent just figuring out what the tools do.
The most helpful tutorials are any kind of video content. Youtube is excellent for finding information on specific techniques and program functions, while courses are better for outlining workflow and taking something from concept to finished product.

2. You could say that anything prefaced with the word “professional” exists for the sole purpose of sucking all enjoyment out of said activity, although artistic roles tend to suffer less. Never expect something to be better as a result of you being a “professional” at it, it just means you’re doing it for money.

3. Depends on whether you intend to create your own concept art. 3D does need one thing in particular, and that’s reference material - it doesn’t matter where you get it from, your work will look like shit if you just eyeball it. It might not if you’re a seasoned veteran, but even then, I don’t know of anyone who would start making something without so much as a rough outline. Assuming that this thing is something that doesn’t already exist or isn’t similar to something that might exist, then yes, drawing can be worthwhile to be able to draft your own concepts, otherwise you can just graft together what you need from references you can find online or elsewhere.

4. 3D is comprised of a very broad range of disciplines, as you start, narrow down what it is you want to do to a very specific and basic objective, and focus only on that. There is no such thing as setting your expectations too low.

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