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File: 1i9omzqk3bve1.jpg (2.27 MB, 6283x6472)
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Amateur 2D artist here. I want to start learning 3D properly.
How do I turn my drawings into 3D models?
Other than pic related, I mainly do abstract pieces that don't make a lot of sense.

https://youtu.be/CGUfnMMdn7Y?si=TPe-q5oAnYuWj1Bb

I'm retarded and 29 years old, forgot to mention.
>>
learn how 2 draw first lul, then model, then sculpt. Lul.
>>
>>1017519
Start with Wings3D, simple program, simple tools. Learn the basics, draw as if you’re in the real world. Learn about UV.

If someone says to learn blender, absolutely do not. The tools are garbage, developers of Blender Foundation change their code and ruin basic functionality. You get bad advice from the community and are well known in the CGI industry as toxic. Millions of dollars went into Blender and they only produced garbage, censoring other employees and refusing to fix problems.
>>
Draw yourself one of these.
When you modelling you use your software to place these images within the 3d space and you can line up your geometry with the guide. The more aligned the views are and the more detail they have the less "thinking" you have to do when modelling.
>>
>>1017524
>on of these
>>
>>1017519
There's some specialized breakdowns for each category of 3d modeling.
I mean, not everyone that does something like characters will be doing environmental modeling. I.E. character artists will not be doing much architectural design)
Although, it's good to be well rounded. it's not a bad idea to focus and master one discipline first.

Hard surface vs. organics - usually a good distinction between the two.

I would say learning how to 3d sculpt is where you'd want to go, based off picrel.

Someone can correct me but pipeline is generally;
Concept sketch -> character sheet -> sculpt -> colors -> retopo-> texture baking -> possible rigging and animation depending on the industry.

You don't need to do the last steps (retopo/baking/rigging) if your model isn't going to be used or if it doesn't need to be functional as a game or animation asset.
You can clean it up and add to portfolio instead.
The last steps of the pipeline (functionality) usually don't require the original artists involvement. It's not bad to know though if you plan to sell yourself and your art.
>>
>>1017519
1. Draw reference sheet
2. Stitch together primitive shapes for all the body parts
3. Add detail in sculpt mode

That's good enough for making a render.
>>
>>1017519
are you a fan of miltoniousArts?



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