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Hello, first and foremost I'd like to apologize for shitting up the board with a topic that has been probably brought up a thousand times.

I'd like to know if it's even feasible for someone with a full time job (40h/week) and a family to get into 3DCG for a hobby that eventually turns into a side hustle/passive income type of thing. With AI tools being more and more used/abused and the market already being flooded with autists that go all in on the prospect of being able make a living without leaving their bedroom being my potential competition.
1. I can probably squeeze 6-12 hours in a week at most.
2. I have experience with 2d graphics but never really got into 3d
3. The goal is to create 3d assets and models for game development, as well as 3d printing models. (That would come later as I would need a 3d printer for prototyping and double checking my models for physical properties)

So my question is: is this even doable? Should I invest hundreds of hours to hone a craft that will bring me peanuts, if anything at all? How important is marketing and getting social media coverage? I'm at a crossroads here and need someone to let me know if I'll end up in a dark Forest of frustration and suicidal thoughts if I go that way.
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No.
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>>1002404
10/10 feedback m8. Care to elaborate more? Like string at least a full sentence why not?
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>>1002405
It's just not for you.
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If your mind is on money first and foremost you will never make it
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>>1002408
Maybe the advice you're trying to give others is the reason you didn't make it. Have you ever though about that?
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>>1002408
My mind is on picking up a new hobby that could also generate some profits in the long run. I have a longing for doing something creative, but unfortunately I have limited space and funds so getting into something like woodworking is impossible because it would require a workshop and great deal of tools on just entry level. I've also considered improving my sketching/drawing and focusing on that, but then going full 3d seems like a better deal. And then when I git gud eventually, I could possibly make some profit out of it.
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>>1002402
Idk, probably depends on what exactly you want to do in 3d. For me personally it feels like this hobby requires quite a lot of time. I'm doing it few hours a day myself, feeling quite newbie still after like 9 months, but I'm just doing a lot of different things and not focused on something specific like characters in some particular style, for example. I'm mostly interested in environment design and characters personally and doing stuff in various areas of it.
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To make any money in this now you need to sell a popular videogame. That is going to require a hell of a lot more than static models
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I am pouring in a lot of hours like a NEET on a mission as a new user. My advice is to pick a single thing you want to focus on and do that. If you're set on making assets learn how to make assets. Start low poly. They don't take long to make geometric things. It's organics that require more creative abstractions.
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>>1002454
To be honest I think lowpoly isn't as easy and low-effort as it seems at first. If you set poly budget, it's sometimes a big challenge. Moreover, a lot of highpoly is lowpoly with good topology and subdivision surface on top of it (sometimes with a bit of extra detail).
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>>1002462
I'm a gamer who actually played videogames back when they had to be mindful of size constraints on a cartridge. The power of UVs cannot be misstated. There is a skill to making things with fewer cuts and to me that is a skill in and of itself I wish to prioritize over senseless global of sculpt. In fact, my PC being so weak further reinforces this necessity. I'm wearing weighted training gear. That's how I cope.
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>>1002402
pyw first then I'll tell you.
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>>1002402
you absolute nigger, get a second job if you're that tight on money, don't try to monetize what will essentially be a hobby for the first 5 years
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OP here.
>>1002490
>tight on money
Nice reading comprehension skills. As I mentioned:
>>1002402
>>1002413
The whole point is to learn and have fun, then eventually turning in some profit after I get better and get some recognition in the field. FFS how many time must I repeat myself, I need an creative outlet. I can improve my drawing, and then draw for fun, or do some comissions for cash, I can focus on my writing and try to publish some novels or short stories. Or I can start to go into 3d and make some models for either 3d printing or game development. I just need some feedback on how painful would be the latter compared to alternatives mentioned earlier.
>in b4 it would take years
Cool, I'm not in a rush or anything. Besides, I highly doubt it would take that much time to create something decent enough to be pushed out on sites like sketchfab. I've seen the type of garbage that is posted there.
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>>1002493
>Nice reading comprehension skills
you made it very clear that you're mostly concerned with making money
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>>1002494
Perhaps that was my subconciousness talking. The money is not an issue. Let me compare it on 2 examples.

Let's say I pick up archery for the fuck of it. I enjoyed it when I was a teenager, just larping as Robin Hood with my 30lbs recurve inawoods 20 years ago. I can get back to it and continue practicing, however:
>as any sport, it's repetitive, rather than creative
>I would need some sort of archery club/range membership as I live in a city now
>I would need to invest in equipment, arrows etc. Maintenece too.
>the only way to make money doing this is to win some tournaments or start a archery youtube channel

Now let's say i pick up 3dcg.
>the PC is already on my desk, no need for any purchases. The only maintenence is the electricity cost, but it's the same as spending time on it mindlesly gaming.
>over time develop ability to re-create anything you can conjure in your imagination in digital space
>endless room for growth, improvement and creativity
>ability to monetize your creations when you feel like it.

In my eyes even if I made something as bizzare as laboratory glass flask set, post it for 0.99$ and some guy lazy enough not to bother making his own buys it 6 months later... not only profit was made, but I've gained knowledge on how to make realistic glass objects, and created room for improvement: perhaps adding realistic breaking animations, putting fluids in them and animating it, and so on.
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>>1002496
you need help
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>>1002497
Well duh, I'm asking strangers on mongolian basketweaving imageboard for advice.
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Holy shit, I'm inspired by op and now I want to do some rocks and trees and put them on sketchfab to make a fortune.
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>>1002402
If you have to ask it's already over, being real with you
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>>1002496
Are you perhaps indian?
From your posts I can only gather that you want yes men to approve your get-rich-quick scheme and to tell you you're not dumb for trying such a dumb idea
If that's what you want then I recommend you go to reddit instead. 4chan is a confederacy of dunces, but often truth is found in the mouths of fools
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>>1002507
>Are you perhaps indian?
Holy shit never have I felt so insulted.
>From your posts I can only gather that you want yes men to approve your get-rich-quick scheme
That was never the point... fucking hell. You know what, I've got some insights but not on the subject matter, but rather on people on this board. Bunch of goddamn crabs in a bucket. Keep dragging yourself and others down for eternity for all I care. I'm just going to do my own thing and never return to this hellhole for anything. You make /r9k/ look like a happy place. OP out.
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>>1002539
Good, go back to India soulless bug
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>>1002402
> Can you learn with 6-12 hours a week ?
Yes,if you start with Blender, I suggest looking into CGBoost courses ( pirate it if you can't pay ) as the bare minimum when it comes to standard. For more advanced ones look into more industry focused courses like Maya/3DSmax/Substance/ ... etc. Blender mostly copy from them or have some add-on that copy from them anyway.
> Can it be a side hustle ?
ehhh, not with a lot of time investment ( probably also hardware investment ). 3D printing is a different beast but if we're talking about virtual production alone:
- The end product that consumer cares about is at minimum: an image , above that there video/ virtual walk-around(like VR chat/Second-life) / video game/ ...etc
The kicker is that a 3D mesh ( or object ) and textures are the only universal parts that every 3D software use, Blender's Cycle/Unreal/V-ray.... etc handle the rendering differently, which means you need to optimize your work to really look good on a specific platform and customer base. Generic 3D objects are dime a dozen and sell for dirt cheap even before AI.

TLDR: yes 3D is not that hard to learn, many 2D creatives are now fluent in 3D to do both designs , prototype and productions. However there's a massive gap between just doing it and making a marketable product
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>>1002539
Hahaha good job guys. Another redditor scared off. Real talk 3D is awseome because you don't even need to gatekeep since the technical skill required is so big most artfags just aren't able to break in. I like that.



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