[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Settings Home
/3/ - 3DCG

4chan Pass users can bypass this verification. [Learn More] [Login]
  • Please read the Rules and FAQ before posting.
  • There are 14 posters in this thread.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]

File: 1397567123669.jpg (130 KB, 500x375)
130 KB
130 KB JPG
How do I become an employable character 3d artist in the shortest amount of time possible? If you were to prepare a 3d noob's regime, how would you plan it?

My current plan is to learn basics in Blender and then check out ZBrush/Substance Designer once I've created some characters and props from scratch in Blender.

I've got my Artstation/Sketchfab accounts set up and ready to go.
I come from a background of film and music. My plan is to make "trippy" 3D visuals to play alongside my music and with 3D side of things, I was looking at applying to some news stations. Theyr'e always looking for people that know 3D, graphic design, and C4D/Maya/Avid/AE/Premiere.

So because of my music, it's pushing me to find a job related to 3D. Look, I know you want to be a certain something but sometimes life works out in different ways. And if you want to do it in the shortest time possible, why not work for something media related in the meantime. It won't push you or become what you want but it'll be a push for networking and connections which is always great.
>How do I become an employable character 3d artist in the shortest amount of time possible?
By purchasing industry leading standard software like Maya®!
Don't waste your precious time and resources on non- industry standard software. You will get nowhere.
you are late to the party
open the unity store or turbosquid and write down the model/model pack that you intended to do. if it exists then find something else.
But what do the character artists at studios do? Are they Turbosquid Artists?
This is the most genuine reply you'll get probably.
First of all a character artist is something specific so will answer for that alone.

-Learn the basics of 2D art, proportions and do figure drawing for fun.
-Use Mudbox instead of zBrush/ Substance Painter
-Sculpt various things daily, however small or cartoony get something near completion each day.
-Don't worry about retopology nor texturing for a while until you've gained confidence in your sculpting skills.
-Keep up the practice and learning various forms and you'll get gud in months easily.

The rest once your foundation is set you can manage easily, learning to Retop-UV-Texture at the same time is best.

GL, I bet you wont follow through anyway.
>I've got my Artstation/Sketchfab accounts set up and ready to go.

Good, you got the hard part done first.
Why Mudbox instead of ZBrush/Substance Design?

I draw already, shit's gonna be cash.

>learning to Retop-UV-Texture
Any good tutorial for these? Otherwise I'm just gonna search the net. All three are instrumental to completing a character, right?

Is character design all sculpting? What about learning proper subsurf/boolean modeling in general?

character artists at studious are not making passive income
File: 1475541174510.jpg (61 KB, 1000x800)
61 KB
i think you should invest in kneepads
im sorry
File: 1434790113832.png (51 KB, 657x527)
51 KB
A Character artist is a specialist, You don't need to worry about SubD shit, You'll be sculpting everything and retopologizing.

You use Mudbox because you can sculpt and texture/ bake maps etc in it.
So instead of you learning zBrush which can be tricky if you're not retarded and Substance which is its own entity you learn 1 software that matches both for the most part.

Mudbox has voxels now which closes the previous gap to zBrush.

You learn to Retop-UV-Texture at the end with good reason, why ask for tutorials now.

Your focus should be on sculpting.

You're starting form a fortunate position already being a 2D artist and not knowing any of these software, This saves you time and effort.
Okay. But when I see all these cool characters on Artstation I often see them in different poses. Why is that? Are they manually sculpted in different poses? No rigging or whatever it's called?
Correct, As a 2D artist this shouldn't be foreign to you.
There are sculpting tools to temporarily rig bits to move them.

I've given you good advice mate, feel free to fk up if you like.

P.S: "all these cool characters on Artstation"
You're NGMI if you get caught up in the end result of others, You're learning the fundamentals of what every single one of them knows and it isn't pretty.
Seeing how the soup is made vs enjoying the end result is its own issue.
Thanks dude
Doing character design is the crown discipline of 3D.
Don't expect seriously to get a job with that.
You'll have to beat the best of the best and there is no chance in hell you'll come out as winner, especially not as an absolute beginner.
Do something useful with your time and learn a job you'll have chances to actually do and not getting suicidal with 30 since you are poor, jobless and wasted your life.
Saying you should learn Mudbox instead of Zbrush/Painter is like saying instead of learning how to use a fork and a spoon, you should use a spork.

I'm not saying it's impossible to get good results out of Mudbox (some people still try), but Zbrush is far more common in the industry and has much more up-to-date documentation and tutorials.
File: dude.png (254 KB, 695x835)
254 KB
254 KB PNG
OP here. If I finish this head and plop it on a body with clothes, is it time for the Retop-UV-Texture thing then?

By the way, is it okay to do the eyes as I did them if you want them to move or should you add a couple of balls and do some magic in ZBrush for that? Or do such things come later? Same with the mouth. What if I want to open it? Don't I need to make some kind of cut for it?

Also, if I want to have clothes on this guy, do I generally just sculpt the clothes on top of him? Thanks

Watch Frank Tzeng and copy him.

The problem is that at your current skill you are two years away assuming you are going to 16 hours a day for 7 days a week with no rest.

Character art is brutal. I'm not saying you cannot make it, but you cannot make it.


That horrible advice.

2D basic and figure drawing won't help that much if he is struggling sculpting.

Mudbox is garbage. Everyone uses Zbrush + Substance Painter

He needs to do long anatomy studies, not quick things everyday

Sculpting isn't that important if he cannot do the whole pipeline.

Character art is about 20% sculpting.

There a thread on polycount about this. A lot of character art is retopology, UV unwrapping and texturing.

Most people like to have character artist who can also do hair and rigging.

I personally can do hair and that the only reason I have a job. There a really good cgma course on hair.

I sculpt about 10% of my day, with 90% being other stuff.

If all a person can do is sculpt we will just reject him. Only really leads could get away with just sculpting.
Thanks for the reply mate.

You mean like grind Gumroad anatomy stuff (Tzeng & others)?

Yeah I ended up going with ZBrush.

That's a really good point. I want to learn the process of doing a complete colored & posed (rigged?) character from scratch anyway so I'm fine. Animation and stuff would be fun as a hobby.

So basically sculpt-retopo-UV-texture is the thing that I need to get comfy with? I'll do it
OP here again. Supposing that you had to do one character a week starting with a sculpt made over a character sheet (?), what would your workflow be like?

I'm thinking of maybe trying something like that to get a routine going. Before that, I'm going to have to do one or two test characters with the help of tutorials.

Can I create "complete" characters with Zbrush and Substance Painter? Would you say that something else is absolutely needed? Guess I'll find out once I've done the tutorials + test works but still.

I won't be bumping the thread anymore unless there's discussion going
Oh and yeah, is the hair course the one by Lithvall?
zbrush has a ton of good tuts on youtube you can follow along with to get the technical stuff down, especially michael pavlovichs playlist on the pixologic channel

if you really want to be a solid character artist you need to hammer out some things until you are around an 8/10 proficiency at them

1:anatomy. this is big, probably the biggest. do study sculpts of real people. look up proper anatomy breakdowns and practice off of those, sculpt from reference always until you get really adept. rafeal grasetti is another great artist who does some good anatomy tuts.

2: materials. how do you sculpt metal? how do you sculpt canvas cloth for a backpack? how do you sculpt laquered leather? do studies and learn how to sculpt all sorts of different materials, using both raw sculpting, alphas, use marvelous designer for clothes if you can learn it. achieve as close to realism as possible before starting to stylize. style comes after.

3: learn maya or max. i know it sounds like shilling, and everyone wants to be a blender warrior at some point, but it just isnt realistic when seeking your first or second real jobs. a studio hiring on a JR artist isn't going to accommodate those kinds of eccentricities in their pipelines most of the time. also, maya has awesome really great tools for doing retopo and UVs now, lightyears ahead of where they were 5 years ago.

4: go back to step 1. seriously, don't stop doing studies and practice models. technique is much more important than technical knowledge of the software for a character artist. if you have good technique but are a little rusty on some software features, that's ok, but if you know the software inside and out but lack the sculpting technique, you wont make it in the door.
Thanks man. I found that 45 part series on Pixologic. Will try it.

Would you start with that one Grassetti anatomy tutorial or the Pavlovich playlist if you were a total ZBrush noob? Grassetti's seems more brief, but what do I know.
File: AF3DA_01_2.png (222 KB, 363x510)
222 KB
222 KB PNG
i would probably start with pavlovich if you dont want to pay. i think the grassetti one costs $$

also, look into pic related. i picked it up, and it has an excellent anatomy foldout on the inside cover pages which show the entire musculature of male and female in orthographgic color coded, as well as having some great breakdowns targetted towards specifically 3d sculpting
File: I_fucking_knew_it.gif (2.62 MB, 353x209)
2.62 MB
2.62 MB GIF
>Use Mudbox

That's how I know you're a real fucking stoner.
How can this be seemingly impossible to find online? There's plenty of requests for it on CGP since at least two years ago.

see these criteria? get those... the end.
File: 1.png (142 KB, 590x756)
142 KB
142 KB PNG
I spent most of today fighting the interface but now I'm following Grassetti's tutorial. I'll do it until the end and then I'll do more of them with my own anatomy refs. Will be fun once I can start putting clothes on them.

Might check it out. How does it compare to Zarins' book if you also have that one?

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.