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If I know the basics, am not starting from scratch and have an entire year of no work and just a little bit of school can be employable by next January of I put in 5 to 8 hours a day into 3D modeling. I'm trying to learn Blender and Maya at the same time (student license) and do animation for fun on the side.
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And what do you want me say in response to that, Cris?
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>>1005213
You have already been replaced. Might as well kill yourself.
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>>1005218
>img2img

make sure not to generate any wrongthink or cia will be knocking, am right?
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>>1005216
I'm not cris

>>1005218
Now this is a cris post. Pretty neat though.
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>>1005218
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I liked cris better when he wasn’t an AI shill.
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>>1005218
It looks like crap and it is even more difficult to clean it up instead of just doing it yourself
Maybe in another few years people will be replaced, but not right now
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>>1005213
>trying to learn Blender
I can already tell you're gonna fail.
maya just like blender is a tool, you should be familiar with it enough in 1-2 weeks tops
Thats not what you need to learn to make it, there is no such thing as "learning blender" for a whole year.
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>>1005291
Well my professor said I had talent when I took my 3D animation course, and I passed that bitch with a B+ with no knowledge of 3D or the pre requisites required to take that class! Just dove right in. I made pic related in my 3D modeling course I took after the animation one. So that's roughly the skill level I'm at. I understand the basics just not the nuances of the programs I want to use and I want to build up my skills all around.
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>>1005298
>not the nuances of the programs I want to use
It's not hte nuances of the programs that make you a good 3d artist, is knowing the principles of whatever branch of 3d work you choose. This knowledge is usually software agnostic,
For example:
a character artist needs to understand artistic anatomy, form and outline in 3d spaces, negative spaces, lighting principles, shading theory, color theory, clean uv-ing, grooming techniques for either real time hair or cinematic grooms, what clean topology entails for animation and how to retopo an high poly model. The only thing that I would consider not program agnostic is Marvelous Designer/clo3d and gamrent modeling. Other way, every single thing up there can be learned without focusing on any single piece of software. As I said before, there is no such thing as learning blender or maya for x years, you need to learn fundamentals and general pipelines that have nothing to do with any specific software. Once you do that you can choose which softwares best fits your workflow and ofr each step of you propcess. And you should be able to switch between them with minimal effort.
Ffs, most tutorials about learning maya, for example, are less than 10 hours courses, and you people talk about years learning a program
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>>1005304
Okay, this is good advice, I guess I've had the wrong mindset.

Right now I'm primarily interested in making character models and animation. I understand that normally a 3D artist will be specialized in a pipeline. For my class projects I was solo of course so I had to do pretty much everything by myself. I understand what UV mapping and Retopology are but not how to do it. I'm also weak when it comes to texturing and only know the basics and how to use default textures or flat colors. The courses I took were more about artistic expression than about the technical details of the programs so I've had to teach myself a lot. Though I still was taught a good amount of the basics. Here is a work I did in one of those classes, this is about my skill level. Right now I have a metric fuck ton of free time so I want to up my game hard and grind this. Would it be a good idea to take some figure drawing courses to help my character modeling?
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>>1005218
shitposting aside, this is the objectively correct answer.

>writing is already replaced
>voice acting and sfx soon to be obselete
>marketing/promotional already replaced
>concept art/storyboarding already replaced
>texturing is likely next
>then inbetweening
>then mocap cleanup
>then vfx
>then grading/compositing

this ends with the entire pipeline just becoming almost entirely ai, processing raw mocap actor data into a full film/tv show/advertisement. enjoy it as a hobby and nothing else because by the time you become employable you won't get anything at all.

>but muh games though
lol, lmao
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>>1005213
as long as you know the program's limitations (ie dont even try rigging in blender), you ACTUALLY follow a guide instead of expecting shit to work and learn the program-agnostic fundamentals? maybe
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>>1005218
It's wonderful, now let's look at the topology.
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>>1005309
>making character models
The question is in what capacity. For hobby/coomer purposes, then just try shit out from yt. For actually working in the industry, you basically need at least 3-4 years of systematic learning. Being a junior character artist means you're just as skilled as a senior character artist, but you're a little slower in finishing projects. Have a look at what the people already working in the industry do and there you have a benchmark you must reach, quality wise(pic rel).
As for your level, sorry to say, you aren't even at basic level yet. Doing simple models that showcase the whole pipeline is the basic level(think a simple stylized character that's game-ready: retopoed, textured, rendered in-engine or similar like Marmoset)

>take some figure drawing courses

>First learn the basic pipeline of what you want to learn.
>Stick to only one subject, as animation and character modeling are two jobs altogether.
>learn the artistic fundamentals: artistic anatomy, color theory, composition, lighting, form, outline
>learn 3d sculpting, preferably in zbrush. Figure drawing you can do as a hobby or look at a few tutorials to see what's about but you don't need it(t. industry pro that can't draw)
>learn the concepts of shaders and how to set them up for various materials. This is software agnostic, it works the same in every engine
>learn texturing(and I mean actual texturing, not slapping a smart material and calling it a day). Two main texturing software's used today, Substance Painter and Mari. Learn them both.
>learn topology and how you should retopo a game-ready character. There are dedicated softwares for this too. Blender has some plugin, Topogun is still industry standard
>Uv-ing eficiently. RizomUV is the industry specialized soft
>learn Photoshop, you'll need it
>learn Marvelous Designer for clothes and learn how to sculpt drapery for detailing
>learn subd modeling for assets. Software agnostic as well.
>learn baking from high to low
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>>1005488
Once you studied all this, start doing personal projects. Start from simple and slowly increase the difficulty and amount of details. They need to be finished. Once you reach the quality of people working in the industry, then you can start applying for jobs.
A similar approach is for cinematic characters as well, but the tools and pipeline change a bit when compared to this



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