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I wasted so much time throughout the years. Always model'd shit in Blender and did the tutorials but always gave up since I couldn't even draw a ref for myself or concept arts and felt I wasn't cut out for this hobby. I just love polygons and how it all works nicely and how I can make my own worlds. Do you guys actually know how to draw? Or do you guys just roll with 3D? I mainly wanna do architectural stuff (not just in Blender but moving on to retro mapmakers like Hammer/Radiant) but maybe some lewd wouldn't hurt in the future. Can I just focus on Blender (or your paid equivalent) and not even touch a pencil ever?
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It helps if you know how to draw, but it's not a requirement.
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photobashing + blockouts + zbrush

in no particular order. eg. if you shit at perspective drawing just do a super rough block out in 3d, frame your camera, take a basic ass render or just a snapshot and photobash over it in photoshop.

if u suddenly got sum inspiration draw some childlike shit ass drawing quick time just so you got the idea down, then take it from there.
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If you're a hard surface modeller, no you don't need to.
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>>680739
If I were you, I'd get familiar with theory. By knowing color theory, composition, lightning (...) in depth, that would probably greatly improve the presentation of your models. Even if you never touch a pencil, you know how everything is supposed to look and adjust according to that. Learning to draw professionally (physical practice) takes thousands of hours, this time might be spent better. I personally think it's better to spend hundreds of hours studying theory in depth than improving your stroke.

t. drawfag but a poor modeler
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I'd love to know who is it that keeps spreading out this wacky idea that you need to know how to do something completely unrelated to 3D in order to be morally allowed to open a 3D software suite.

So I can go and slap them across the face with a metal rod.

>>680739
Also you're too retarded and insecure to do 3D if you can't think for yourself and do some research to answer this question. So I'm afraid I'm gonna have to revoke your 3D junior boy license. Have fun working at McDonalds.
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>>680739
For archviz it helps to look at references very closely and memorize common shapes and shapes that usually go together. Most parts have a purpose and if you don't pay attention to this it'll show. I can't draw properly, but for modeling i make ugly but functional drawings for myself for more complex parts, usually just a rough side view. Knowing the materials that your building needs (determined by shit like era/architectural style/resources available) also helps. Looking up things like standard door sizes will help get the scale right. Golden ratio proportions.
T. Environment artist with a diploma in vidya art and working on vr games
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>>680739
3D is just drawing in three dimensions, so yeah. If you don't know proportions well enough for 2D, you definately won't do well in 3D.
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>>680739

Practice, reading and some study will help.
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>The Art and Science of Drawing - Brent Eviston

it will take you a 3-4 day to go through it fast
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>>682608
...and 10 or more years until you reach that level. Great advice, dumbfuck.
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>>680739
>I wasn't cut out for this hobby.
You are still not cut out for that hobby until you realize that making art without knowing art fundamentals is fucking retarded and leads nowhere.
You don't necessarily need to learn drawing but you need to sit your lazy ass down and start learning the most basic stuff every artist needs to know.
There is a reason why this stuff is called fundamentals, its coming from fundament, something you built on top off.
If you fundament is lacking or non-existent, your whole fucking building will come down sooner or later. You know that feeling?
There is a reason 3D artist mention drawing all the time. By learning drawing and painting you'll learn all the basic fundamentals, its easy to learn these on the side, its also much faster.
Stop whining and moping and find a way to get this knowledge in your head, the sooner you start the better.
And remember: there is no fucking shortcut, to become a good artist you need to put in the time, the hard work and the effort. The more effort and work you put in, the faster it goes.
>>682611
It's solid advice he gave you and YOU are the dumbfuck for thinking there is a magical shortcut.
Stay uneducated, nobody cares.
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>>682627
>you are the dumbfuck for thinking there is a magical shortcut

I think if you read his post, you will realize that it's the exact opposite, anon A with the book recommendation implies you can make a lot of headway into gaining the years and years of experience you need to become a 2D artist simply by spending 4 days reading a book, while anon B dispels that notion and rightly so.

Not that anon. Also you're another one of those guys that spews the word fundamentals a lot just to sound smart, don't you? If you actually read your own post back you have just told OP a whole lot of nothing, blew up a bunch of hot air up his ass. Damn you guys are a bunch of fart huffers.
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>>682608
ok guys what I was meant was, you need 3-4 day to go through that course in fast pace,
not that you'll learn to be a master in 3-4 days

I though that was quite obvious, but once again I forgot where I'm..
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>>682628
What do you expect me to do, draw him a fucking diagram?
>you have just told OP a whole lot of nothing, blew up a bunch of hot air up his ass.
A whole lot of nothing yeah..., if he can't find out on his own what art fundamentals are he has no business in the creative field.
I am not here to educate people in an nice way, i come here to laugh about idiots like the OP and maybe i drop some useful information if i am in the right mood.
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>>682640
>I am not here to educate people in an nice way
>I come here to laugh about idiots
>m-maybe i drop some useful information if i-i am in the right m-mood!!

What a joke. Some morons sure give themselves away easily. If you don't know your shit, don't act tough, it's lame and embarrassing. One day you'll get called out and piss your pants trying to bullshit your way out of it. That's some info for you right there.
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>>682628
Indeed I would like to hear opinions on whether I should learn to draw using sight size method or constructions instead of this simplistic bullshit. Nobody even mentions these in the similar thread >>676985.
Also what exactly makes drawing better for learning fundamentals as opposed to sculpting/modelling/texturing/designing environments in vue or something? Please explain all this I want to learn as effectively as possible.
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>>682643
I have to admit i didn't laugh about OP because its actually sad, but you, you are laughable.
Why don't you project a little harder.
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>>682650
>Also what exactly makes drawing better for learning fundamentals as opposed to sculpting/modelling/texturing/designing environments

because its the fastest way to improve at art, as you can already draw (press pencil on paper)
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>>682650
There is no field in 3D that REQUIRES you to pass a 2D gate in order to do it. Think about it for a second instead of deciding it's something you want to do, because drawing is something you dedicate years of your free hours to. Strictly speaking, on a purely practical manner, and not on a metaphysical fundies wundies 4D dimension manner:

- For character art, you only pick up drawing if you want to do your own sheets of OGs (don't do this, the internet is FLOODED with character sheets, you need NO 2D for this).

- For environment art, it's nice if you can make your own thumbsketches (very quick 15 minute drafts of something on your head). This is something you can do right now and requires no formal or extraneous training.

- For architecture, it's okay if you want to do your own plans, but I consider this more of a drafting process which uses very different tools to achieve a different result (also for real you'd be doing renders of bedrooms of bathrooms anyway so you wouldn't even need this).

- For texturing, it's far more beneficial to get used to your software of choice, develop your own workflow, then just grind out work and ask for feedback, iterate. You can learn much faster in the field you're actually interested in.

If someone is up their own ass telling you to learn the 2D or 3D or whatever the fuck fundamentals, "because it's nice to know", either ask them to quantify or tell them to fuck off, these people just want to sabotage you.
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>>682672
>these people just want to sabotage you.
these people just want to help you

fix'd'd
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>>682672
Stay clueless
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>>682715
>>682721
More fart-huffing morons that have no idea what they're talking about. If you want to disprove what I said, why don't you do it with words instead of the happy feelings in your airheads?

Remember what I said: clarify what you mean in a practical way or get out of the road, you're dead weight.
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I came to the conclusion that I lack the mental capacity to create 3D characters. A fault confessed is half redressed.
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Read these. You can also look at works of people who share their opinions and decide for yourself If you agree with them or not. You won't find a worthwhile conversation here so I call it a /thread.
https://polycount.com/discussion/131646/successful-3d-artist-without-drawing-skill
https://polycount.com/discussion/181661/does-skill-in-penciling-really-equates-to-your-scale-in-sculpting



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