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Hey guys, I was wondering how long it took the more seasoned people here before they felt confident enough that their work was starting to be "good enough". Not a requirement but sharing images of that work or current work would be nice so it's clear your not just full of shit. Pic is my first human model using a reference. It's shit.
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It's taken me years. Even then, maybe one out of 100 gets shared. Is this how photographers are too?
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>>710884
Is shares really the best metric?
Saying as a hobbyist who only dabbles
But I would imagine people only share really extraordinary stuff just because of how saturated places like artststion or Twitter are with above average things
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>>710886
What would be your alternative? Obviously factors other than quality come into play with popularity and reception. It's kind of hard to measure other than general exposure
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>>710878
>seasoned people here
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>>710888
poly count
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>>710878
When you can look at something and comfortably deconstruct it in your head and be able to model it (with the exception of overly complex things), I think that's a good benchmark for "good enough". That might take you years, or it might take you months if you pick it up well enough.
Even before then, if you know a bit about art, you'll know if something is shit.
I've got tons of things that I've thought was worth sharing (and they've got the proportional amount of "internet points"), but I have heaps more projects than those that just don't fit the bill. Either the concept is poor, the composition isn't great, it's just not feasible, or I've lost interest and put it off for a bit.

To put it as simple as possible, you'll know if you're decent enough to tackle a certain project, and you'll know if something is worth sharing.
That being said, if you're learning the basics, it's actually a good idea to share as much as possible in the proper channels. That way people more skilled than you can help you see mistakes, give you critiques, and point you in the right direction.
It's also a good idea to try to learn art fundamentals as well. If you can't draw, or refuse to draw, photography is a good alternative (and actually factors well into 3d). Composition, color theory, design principles, light and form are in all facets of art, and they all transfer between disciplines and mediums.
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>>710878
w-what was your reference
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>>710878
good job, it reminds me of runescape models
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>>711973
I bet Runescape 2.
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>>710911
This is seriously a great answer on such a useless and shitty board. It's a shame really. I hope someone listens to your advice.
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>>710911
>but I have heaps more projects than those that just don't fit the bill. Either the concept is poor, the composition isn't great, it's just not feasible, or I've lost interest and put it off for a bit.
oh, the graveyard of ideas
do you keep them on your drive too? I do this cause I hope one day I'll come back and revise(realistically it probably won't happen)
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If you can see issues with your work it just means that you're improving. Keep working. people say it takes 10000 hrs to really be good at anything. Same with art work. Don't forget this isn't something that is easy. Any bit of progress takes a lot of work and think of that as fulfilling. You might only feel confident about 1 in every 10 or even 100 pieces. But every bit of work in between then and now is progress.
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>>712005
It's not a problem if no one does. Sometimes it's just nice to put info out there just in case.

>>712009
>do you keep them on your drive too?
Absolutely. I've actually came back years from the initial concept and worked them into something nice and made money off of them. Sometimes all a concept needs is a fresh perspective. It's like those photographers that'll fill up a roll of film, and not develop it until a year has passed.

As for storage, I have the 100gb google drive sub (it's only like $20 a year so it was well worth it for me), so I keep nearly all of my creative work and projects there. That way if anything should inevitably happen, it's all safe in cyberspace.
I lost a few of my earlier works in a hdd crash a few years back that I've wanted to go back to and re-work, so I don't want that happening again.
That being said, I do keep things like textures and materials stuff off the drive. They take up a ton of space, and are arguably less important than the files themselves. Especially with stuff like Substance Painter, where you can just keep a hold of the file for that instead.
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>>710886
Oh, I meant that I share with anyone else
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Keep grinding man, its really hard at times but you'll be suprised at the improvement you've made over time. If you're new-ish try doing more basic objects like a grenade or something to nail the full pipeline. Once you're decently happy with that work on sculpting the face/ head. Fail fast and you'll learn quicker.
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>>711973
>>712000
It was actually a random t-pose concept pic of a cartoony pirate. If I could find it, I'd add it. My model definitely does not do it justice.

>>710911
>>712036
>>712271
Thanks guys. I actually got a quarterly cg cookie sub and have been working through tutorials with that. I will definitely be working on smaller projects. I primarily want to use it in game dev. Luckily I don't need these to be high quality models since they will be pre-rendered models from an isometric perspective in lieu of Diablo or Baldur's Gate. It is tough to not feel discouraged though when you see some amazing stuff on artstation or even in film.
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>>710878

How do I make the shoulders not look like ass in low poly models when the arms are separate from the body? The Cyborg Ninja from MGS was like that and he pulled it off with no shoulder cover whatsoever.
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>>714808
looks like you just model an anatomically correct arm in low poly form that is separate from the torso.
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>>712369
the coffee cup is from mid to late 2017 and at that time the most complex object I had modelled on my own, I had no idea how to properly uv unwrap it tho, so I created a plane and linked it to the cup so I could put a logo on it.

the knife was made about two months ago and is the first thing I did on my own and could actually say "shit this actually looks really good".

I know how it feels, been going "this do something/look at artstation/see it looks like shit/abandon it" loop for a long time, but it really feels amazing when your work gets liked by an actual real pro.

Also do keep record of the stuff you do, I had even older stuff but I couldn't find it anywhere, it is very nostalgic to see old crappy stuff you make.
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>>714960

Yeah but here's the thing. The arm doesn't leave gaps and the clipping doesn't stick out when we moves it.
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>>715396
Make sure the transition area has more or less matching vertex normals.
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I was confident once i was skilled enough to make something "video game quality". But that was in 2005 and was way easier then than it is now.
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>>714808
Look at your model and compare the shoulders to the MGS Ninja. Your guys shoulders look like he is stretching his arms back. You need to model the traps into the delts. The traps remain a part of the torso topology while the delts remain a part of the separate arm topology. If that is what you are going for. Otherwise it looks like you have one solid mesh, I would suggest inflating and thickening up the shoulder area to look more natural. Look at this low poly T pose. If you are going to go for separated meshes keep this overall shape and silhouette in mind. Geometry from the torso that would often be hidden inside the top of the arm doesn't need to be pretty and can probably even be used when the arm rotates up to extreme angles.

I hope I was able to convey my thoughts to you properly. It's late and I am literally only running on caffeine.
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>>715066
Good stuff. Thanks for sharing!

>>714808
Grey Fox's texture really sold it.

>>716006
Low poly is very popular. And with advances in graphics tech, you can take a few polys a long way.
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>>710878
"good enough" is contextual.
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>>710878

wtf is this? lmao
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>>710878
Use more references. Like front view & side view.

What can be improved with your model, in order of importance:
- shoulders/neck are simply wrong. >>716008 gave good tips. Also look at anatomical references. What are the big muscles that define the body shape? Or hey, even simpler: remove your shirt, stand in front of a mirror and stretch your arms. How does this look? Is the place where your arms connect to the torso the smallest part of your arm, like with your model? Obviously not. How DOES it look like? Notice how your muscles dictate the shape of your body. How long is a neck? In a side view, how far does your chin go, in relation to your torso?
- face. same as before, look at references. Where is everything positioned in relation to the rest?
- materials: make the stuff less shiny.
Apart from that, it's serviceable. The lower half looks decent, like from an old-school shooter.

If you want more details later, use this model as a base and improve upon it.
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>>718364
>it's shit
lrn2read

>>718771
Thanks for the tips. That image was like a day 0 attempt at modeling off a reference. Been slowly learning but this thread was mostly to get a feel for a reasonable timeline when things may start to be presentable. Obviously that depends a lot on me.
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just be yourself



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