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File: abimael-salazar-5.jpg (160 KB, 1920x1080)
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Since i was a kid i got fascinated with video games. The emotions they can make me feel and the complex and utopian worlds they bring and immerse us in.

I knew since then, that i should become an artist and that's what i would like to do for a living.

But now that i finally decided to move up my ass and start getting into it, i don't know even where to begin.

Two paths are show in front of me.

Im a very visual person and get fascinated with digital painting and would like to become a conceptual artist or something like that. But on the other side i really like 3D modeling too, there is something about it that makes art a little more deep and "real" i guess is because is not a simple 2D image and can achieve more tangible works.

Both of them are highly appealing to me but don't know what should i choose.

Time is gold after all and i don't wanna waste it in something that i will geting tired of in the long run.

Should i learn to draw?
Or should i learn to model?

Do i need to learn to draw in order to model properly?

Are this two disciplines separated one from another? In what they differ?

Fuck. Help.
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you need to make space invaders / commander keen tier games at first. The truth is 99.99999% of posters here cannot do that and are just "idea guys"
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>>650050
I would like to craft games indeed but as for now i would like to focus just in the artistic side of gaming.

As if it were not hard enough.
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>>650052
not going to make it
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>>650049
>Do i need to learn to draw in order to model properly?
Not really, but it helps a lot.

>don't know what should i choose.
Why not try some of both then?
First learn to draw so you can design your own stuff, then try to make 3D model from the things you draw.
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>>650049
>>650122
>Do i need to learn to draw in order to model properly?
>Not really, but it helps a lot.
Let's get this meme sorted out once and for all.

No, you don't "need" to learn to draw to do 3dcg, in the sense that you don't need to be physically able to hold a pencil nor master perspective and foreshortening, because the computer handles that for you.
However, drawing trains your observational skills and ability to break objects down into simple shapes, which is absolutely required in order to be able to model anything above babby quality in a reasonable amount of time, which is needed to remain motivated.

Plus, there's literally no reason not to and no reason to ask whether or not you should in the first place.
So, yes, knowing how to draw is required.
If you don't feel like it, or too lazy to do it, change hobby. You're setting yourself up for failure otherwise.
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You can combine both, y'know? Have fun modelling your props and characters, pose them, and paint over them using digital painting techniques. People do that pretty often when they have knowledge in both, because it cuts time in both processes ultimately.
You don't have to go through the entire 3D workflow since you technically don't have to unwrap and texture your shit.
You don't have to go through the entire 2D workflow since you don't have to spend your time sketching and correcting perspective/form.
Plus, you can reuse 3D shit. Want to redraw a character in a new scene? Just repose it and paint over it again.
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>>650147
Something like what Pascal Blanché does?

I also have been told that there are two types of 3D craftmanship, modeling and sculpting. I was unaware of this before. Could i use sculpting to make video game assets and not simply 3D models that i can posse pretty? What is a better technique?
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>>650150
>Could i use sculpting to make video game assets
No no no, not at all. Don't even think about that. There's one fundamental of 3DCG, and that's good topology. How models have really nice and even quad faces all around. It's a key concept if you're making anything that needs to be deformed (i.e. animated).
Sculpting doesn't give you that. In order to give the user the best flexibility, sculpting works in tris and is terribly chaotic topology-wise. Curious? Try sculpting anything simple and looking at its wireframe.
Of course, that's where retopology comes in. You basically remake the model with proper edge flow this time, then bake whatever details you can't capture in your (as it's called) low poly model. That way you maintain the fidelity of your sculpt, and also gain the topology needed for deformations and animation in general. (this is all simple summaries, please read into them and their techniques to learn the how-tos)

TL;DR: You need to know both if you want to make games.
You can just get away with regular box modelling, but the detail you stand to gain through sculpting just shouldn't be overlooked.
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>>650155
So basically i first should make the low polly model with articulations and such and latter sculpt the details i want over it? Do i get it right?

Or is simply impossible to implement such gorgeous and incredible detailed models to use in videogames and that's why we don't see them too much in the industry?
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>>650157
No, the process is to sculpt everything first, and then pose it after the fact. That's why we have such things as T-poses and A-poses. They're really more for rigging, but they also provide a static pose for you to sculpt all your details on. Afterwards, you retopo and rig your model to then pose it.
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>>650049
You spent your youth playing video games instead of applying yourself and developing skills while you had the literal tons of free time to do so. Even if you "knew" you were going to be an artist as a kid, you never even bothered to start learning anything then.
You can totally learn to draw, or model, but you probably won't be good at either of them, and it will take a lot more time than if you had learned anything artistic in the past.
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>>650162
That's what i've been thinking lately. If i only knew how precious youth and time are... I wonder if is too late.
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>>650172
You're still doing it now though. Literally in this thread. Instead of just jumping in and doing something, you're dicking around on 4chan talking about how to do things that you haven't even grasped the basic concepts of. You're still procrastinating because you're afraid of failure. It's never too late to learn something, but if you keep pushing it off until "tomorrow" you'll never learn shit.
You're just fixating on a skill you wish you had instead out of a need to create. If you had that need in the first place even as a kid, you would have been doing it up until now.

Live in the now, learn in the now.
Just go and make some donuts.
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>>650172
>I wonder if is too late.
This question here, this is a prime example of a malicious cycle in your head. I've seen so many people doing this, guess where they ended up(hint: some of them still haven't produced anything of note) And this shit piles up pretty quickly, the more time you spend on not doing shit, the more you have to learn to keep up.
If you made a decision, follow it without any remorse.
If you need a master that will whip you into submission and force you to learn things, consider finding some 3dcg junior positions. Real project + real money + tight deadlines + impostor syndrome = fast progress(up to some point). To add on a motivational whip, you can also lie about your real skill, though I would not recommend it(since it's quite tricky to pull off and actually make your lies true afterwards).
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>>650162
>you can totally learn to draw, or model, but you probably won't be good at either of them,
what a load of shit, you can learn to art just like you would any other skill. all it takes is time and applied effort
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>>650162
Damn, this hits home. Too busy being a vidya gaylord, then a music scene fag. I’ve wasted so much time slaying thot pusy and didn’t realize life happening. Sucks to be 35 and only been at this year.
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OP here. Decided to go with 3D, just started with Blender today. Hope i have enought willpower to keep going...
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>>650316

how old are you OP?
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>>650318
Turned 20 this August.
>>650315
At least you were slaying something, i guess it wasn't time wasted then...
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>>650319
>20
It's not too late. I was here thinking you were like 30 or something.

>>650311
You can, and you can get decent at it, but you wouldn't have made those neural connections when you're young. That and it's harder to dedicate a good chunk of time to learning something when you're an adult because you don't have as much free time as when you were young and living off your parent's income.
It's totally possible to learn to be artistic, but you're going to be playing keep-up with people who have been doing it all their lives. In any case, it's better to start sooner than later. OP is only 20, to me that's still young. All he's gotta do is to start practicing, and refining his taste and skills.
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>>650316
Well just did this.
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Good luck OP, I have been working with 3D on and off and decided this year to take it a bit more seriously besides my main job as a developer(boring yo).

I am 30 years old so 20 seems young enough for me.
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>>650147
Are there any tutorials about this? What is the process, do you just scult a rough mesh of what your character should look like, take a screenshot and then paint over it?
Won't it be faster to draw the pose rather than having to bother with any 3d software?
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>>650376
There's a lot of it depends.
Ideally, the best method would be to make a rudimentary character that can be posed, so you can reuse it multiple times to get correct proportions and perspective with little effort. Of course, the process of making the character itself takes a lot of time, but then whatever you want to make after that takes much less time and effort. So you decide whether that trade-off's worth it.
Though, that kind of painting over 3D screenshots is more for environment work. Block it out in 3D, set up some simple lighting, do a clay render then proceed to paint everything else. Don't have to work out perspective and lighting in your head.
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>>650319
Pussy becomes worthless after you've tasted enough and age kicks in. To persevere in its quest is a fool's errand, and the sooner young people realize this, the better it is for them. But, sadly, most only see this when it's already too late.
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>>650370

keep at it bro, always be learning. I'd really recommend learn squared courses to everyone here, they cover just about everything you need
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OP here, just did this. controls are such a pain in the ass.
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>>651380
The original atomic rocket had three landing struts.
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>>650329
>tfw 26 and just started learning 3D yesterday
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>>650049
realistically, drawing is the foundation that you should build your artistic career on. If you learn to life draw that will help you when it comes to 3D and looks SO MUCH better on you when it comes to interviewing for a position
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>>650049
My nigga
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>>651418
Dont worry dude, I started 2 months ago and Im 25, so almost in the same boat as you. If you are dedicated enough you will learn in no time. Im already modeling stuff without following any tutorials, just find what exactly you are into (animation, hard surface, sculpting) and stick to it until it destroys your nerves, and even after that keep going
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>>652061
What is that? Is your work anon? Not quite my aestethics but post moar.
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>>650049
>Do i need to learn to draw in order to model properly?
Yes, The mental skills gained from drawing is too useful.
You can and will prototype ideas in 2D before going 3D.
In a way 3D is more about copying, 2D about creating.

>Are this two disciplines separated one from another? In what they differ?

There is no difference, Remove the application/ technical shitn from 3D and you're doing the same things.

Don't go down one path only to find you neded to go up both.
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>>652400
did you sculpt that or model. post wireframe
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OP, in my opinion sculpting is easier than drawing because it frees you of the hassle of having to deal with perspective

However, both transfer to one another. I have been drawing since I was very small, and I used to sculpt small stuff with modeling clay and crayon when I was a kid. I noticed that as I get better drawing, so do I get better sculpting.

Both are hard, and both support one another. Don't fall for the meme that you can't learn because you're not a kid anymore. I recommend you read "drawing with the right side of the brain" to learn how to see, and then read some Loomis or other technical artists to learn WHAT to see.

As for 3D, I only have experience with Blender. CG Cookie is an incredible source of art education both for 2D and 3D.

Good luck on your voyage, OP.
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>>652600

Sure thang.
[Need to give this handsome bastard a cigar stub.]
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>>652744
modeled it using NURBs (each seperate part - legs, top and decorative lip), after that turned them into polygons and cleaned the geometry (merged vertecies, fixed tris and ngons with the quad draw toold etc.) and did some final tweaks on the shapes with the lattice.



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