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The cost/effectiveness ratio in the field of 3D is worse than in any other design branch.

The amount of time need to be put in to even learn even the slightest of basics is not comparable with any form of visual design.
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>>665228
>even learn even
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Shut up and get back to grinding, fagget. You weren't born into this world to spend your time wallowing. You were born to fucking create the dreams of tomorrow. GET AT IT.
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>>665233
You're right sir, i get back to it. Thanks!
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because no one needs art to survive.
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Absolute bullshit.
You need at least several months to get "kinda" good at drawing/painting while you can get the basics in 3D down in a couple hours and even start making assets in like a week.
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>>665228
You don't get into CG to get fucking Instagram likes. Go ahead and take up drawing if that's your goal. You get into CG because you can do things with CG that are nearly impossible in any other medium.


Photorealism. 3d video games. Crowd simulations. Product and architectural visualization. VFX. VR. AR. If you want to do those things, you have no alternative but to learn CG. Many effects in 2d animation such as moving cameras are almost impossible to draw by hand and are done in 3d anyway.


3d is *more* cost effective once you become willing to pay and purchase assets or to collaborate.
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>>665228
I think any field at this point requires real skill across various software; but in the case of 3D I'd say that yeah it's quite a lot to master at once, unless you're particularly visually talented and then all the different areas can be mastered more quickly.

I always thought it was a lot to get to, but I have enough artistic-technical ability that I can superhumanly absorb the knowledge and skill in about an afternoon, so I just kind of sweep through it like a speed-learning AI.

Without having the advantage of serious talent, yeah, I'd say there will be a lot of time you'll have to put in to slowly work your way through mastering each area.
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>>665246
And, I mean, pirate the software until you can afford it. It's disgusting how Adobe makes you have to rent the tools of your trade.
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>>665246
>I always thought it was a lot to get to, but I have enough artistic-technical ability that I can superhumanly absorb the knowledge and skill in about an afternoon, so I just kind of sweep through it like a speed-learning AI.
So, how's that doughnut coming out?
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>>665228
Drawing and painting are both MUCH harder.
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>>665241
>Many effects in 2d animation such as moving cameras are almost impossible to draw by hand and are done in 3d anyway.

You're a fucking retard. Doing the camera movement by drawing the individual frames is not only possible but it also looks better and gives you more freedom.
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you can model in Zbrush using like one brush
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>>667303
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>>667324
Go draw something, you wouldn't know where to even put the lines. In 3D you only have to have a rough idea of anatomy, when you're drawing you have to abstract that anatomy to place good descriptive lines in selected places, which is hard as balls, especially so when there is a lot of foreshortening going on.
Like it or not, drawing is a much more abstract process, and that makes it harder.

And painting requires a lot of color theory and technique to get the right transitions at every turn of the form.

I'm not saying you don't need to know anything to sculpt, but it is a lot easier.
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>>667327

Traditional art cope.
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>>667329

I moved to 3d because it's the aesthetic I'm going for at the moment; this is just a hobbie for me, my main gig has nothing to do with it. I was just more than happy to find out it was significantly easier to sculpt than it is to draw.
I don't give a fuck about the decadent cesspool of unoriginality that is the "industry" and concept art in general, but you keep caring about what the they want, I don't care desu.
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>>667337

I agree with you on the concept art and the industry in general. Its disusting

Its why im looking to make money outside of art (day trading) so i can have complete creative freedom. I dont understand the desire of wanting to work in games and movies and be part of the most onions-tier, uninspiring, consumerist garbage. You will also have some faggot art director dictate on what you have to create.

Also the fact you will have little time to do your own personal work, which is what i enjoy most about art.
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>>665228
never thought I would need to learn this much stuff and still consider myself basically not ready to search job in the field... holy shit I think I even learned some programming on the side, but it's never enough, every time I look at what others create, every time it's never enough to match them
what the fuck I'm doing with my life
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zbrush + substance painter has dumbed down so much shit it's not even funny. i don't know what you're talking about.
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>>667345
the standard is very high because the demand is low.
if you work as a truck driver, the barrier for entry will be lowered because the demand is very high
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>>667337
>>667338
based dream chasers
>>667345
cringe job hunter
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>>667349
I give em 5 years left.
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>>665228
This is why I moved away from CG and video production after 25+ years. I'm now a nude (fine art) photographer.
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>>667747
People were saying that shit five years ago. Now self driving cars only seem further away.
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>>667338
>be completely dogshit and delusional
>I just want creative freedom
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>>665241
>Photorealism. 3d video games. Crowd simulations. Product and architectural visualization. VFX. VR. AR.
Not that guy, but it kinda makes me think why I got into 3d when I have no interests in those things you mentioned. I should have learned to draw instead.
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>>667784
There's literally a self driving car in my driveway right now.
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Took me a week in my spare time to learn DAZ, maybe 2 to understand Blender/Hexagon/Maya COMBINED.

It takes me more time to masturbate to my big titty muscle girls than it does animating them into FemDom movies.
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>>670637
Thinking you're a cg artist when you only use daz and blender is like saying your an architect for designing a house in the Sims 3.
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>>670638
Pays the bills, good enough for me.
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>>670640
$60 / month to your mom for rent and tendies for dinner every night?
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>>670641
$113 a month. It was $60 when she started charging me rent in 2002 when I tuned 18 but we adjust annually for inflation.
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>>668635

>spends enitre life working for another man

Truly fulfilling
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>>665228
Hey it may be a fucking pain to master this hobby but once you're very good it pays off damn well.
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>>670747
>it pays off
You sure?
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>>665240
Wew, no.
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Sincere question.
If 3D isn't cost effective, then why has it completely destroyed 2D animation? I assumed the reason everyone switched to 3D was specifically to save on cost.
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>>671034
There is a trade off between initial investment and long term returns. Its cheaper to draw a one off image, but if you are going to drawing a similar image hundreds of times over its cheaper to do some initial leg work so save time in the long run. Modelling, texturing, rigging, etc. are that initial leg work. They don't pay off for single renders, but are more then worth it if a character is going to be "drawn" thousands of times.

I doubt we will ever see a time where 3D renders will supplant 2d drawings in the graphics novel industry, but 2D animation outside of shitty cash grab youtube videos will most likely never make a serious comeback.
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>>671034
3d artists work for cheaper, simple as that. its bad for us good for them
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>>671034
It's not just cost, it offers studios more control and consistency. You don't have to worry about training an animator to draw a new character, they receive the rig ready to work with. When you develop a new special effect with CGI, you can easily change it to make tiny tweaks and variations, and copy the same effect all throughout your production at the click of a button.
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>>671430
>>671442
The investment v. returns argument makes a lot of sense, thank you.



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