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It's that simple, bros
>>
>>1031179
>want to learn how to (draw/sculpt etc)?? check out this video!
>thumbnail is wrinkly old men or fat man butt
>even the author's own portfolio is 99% semen demons
Why the charade?
>>
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627 KB JPG
>>1031180
>>
>>1031183
ehh not really you can just shortcut to left. all that shit will transfer back to right anyway.
>>
>>1031184
Nope
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>>1031183
I've often seen arguments similar to that over the years and I think most of the time it's just an attempt to gatekeep art with bullshit directions to demoralize newcomers.

Sculpt/draw/paint what you like, first and foremost, otherwise you'll end up burning out quickly.
(assuming GenAI hasn't demoralized you enough already)
>>
>>1031180
>Why the charade?
1) Not getting demonetized or downranked by the algorithm.
2) Gatekeeping actually useful tips for making artwork that sells.
>>
>>1031200
>Gatekeeping actually useful tips for making artwork that sells.
Call me schizo but I unironically believe this to be true. In my experience, art tutorials often only ever teach "fundies". And before you dog on me, yes they are important but they conveniently leave out all the little tricks and timesavers that they actually use rather then sketching everything by hand. When making digital art, a lot of great artists:
trace 3d models,
use gradient maps after painting values,
abuse layers to hell and back,
crank that stabilization up,
spam undo
and a lot more I can't think of off the top of my head. Yet in their tutorials they'll tell you to not do any of that. To do all of it by hand despite them not doing so in years.
My art improved dramatically after just abusing all those techniques because I could iterate so much faster and see an end result instead of taking weeks to finish one painting I did without any tools. And yes, I still do traditional art and I'm much better at traditional art then before.

But, don't you fret anons on here and /ic/ will call you a fraud while they create actually nothing.
>>
>>1031199
lol of course /3/ would think that being told to hone your skills is gatekeeping
>>
>>1031222
Honing your skills is different than implying that you can make the art you like (and that made you want to learn in the first place) only after you've spent years doing nothing but academic pose studies in traditional style.
Some people apparently still have this weird idea that learning how to draw/paint should start with something akin to military bootcamp that serves little purpose in practice besides breaking your mind.
>>
>>1031179
who are the Kim Jung Gi's of digital sculpting that have courses and or tutorials that are actually helpful?
>>
>>1031179
>finish the fucking owl
>>
>>1031184
He said without posting his work that was sooooo easy to "shortcut"
>>
>>1031202
It's not gatekeeping if what's holding people back is that they are lazy and uninterested.
>>
>>1031269
Attempting to bore people to death before they can hope to become competitive is gatekeeping under the guise of dispensing good advice.
>>
>>1031223
Oh no not military bootcamp the thing that gets you in top physical shape while teaching you dozen of skills in record time
>>
>>1031273
US Marine Corps bootcamp, at least, isn't really meant to get recruits in physical shape from nothing. They're are expected to get there with already a certain degree physical and mental preparation, and the "training" is mostly intended to break recruits out of their civilian habits and way of thinking with a deliberately intense, high-stress, demanding environment. Anyway, that's off-topic here.

To get better at drawing/painting, you need to iterate quickly, be motivated, practice seriously and consistently, incorporate theory into your art (not just studies for the sake of them), try to make finished works and not only "practice runs", look for feedback from people who don't have a vested interest in slowing or dragging you down. Just practicing doing old muscular men in stiff academic poses won't teach you how to make appealing anime/sexy girl artwork. Some skills will transfer, but others even will work against that goal.
>>
>>1031276
You'd argue anything in order to not better your skills
>>
>>1031231
You only get garbage 8 week courses for $3k where they show you the basics and "critique" the few beginner projects you manage to do, while also listening to the retarded shit that the other victims ask.
Books have infinitely more value. If you're at such a high level, that books can't help you anymore, you need to fuck around and find out for yourself.
>>
>>1031280
which books would you recommend?
>>
>>1031288
not him but Anatomy for Sculptors and Anatomy for 3D Artists from 3dtotal are both good, but as their names imply they focus on anatomy specifically
flippednormals have good video content. generally I think there's more video content for sculpting than there is books, probably because there's so much technical stuff to cover and it can quickly become outdated
apart from those two books, there's general /ic/ anatomy books; Bridgman, Hogarth, Morpho, Huston, Xiao Weichun etc
>>
Here Ive sculpt both wrinkly old men and sexy anime girls and heres the reason:

Sculpting wrinkly old men, monsters, and Demons is EXTREMELY easy on Zbrush. Just build up your layer with Clay Build up, Smooth, detail with Dam Standard and youre done. Perfect for beginners, any mistakes can be easily fixed, detailed anatomy not required because it can be obscured by surface details.

Now try to make an extremely smooth Anime girl with 0 surface detail. This is EXTREMELY hard for a beginner. Even a slight mistake with a brush is highly visible, you need perfect proportions and anatomy because theres nowhere to hide. Making perfect skin without any blemishes while at the same time making a highly detailed face requires a lot of skill and precission.

This is why Anime girls are usually made in Blender where a Subdivision surface modifier will take care of the smooth shapes. In sculpting is a completely different ball game. Not for beginners.
>>
>>1031202
There's literally tons of videos/livestreams from artists where you can see them following their exact workflow. There's no big gatekeeping conspiracy
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68 KB JPG
>>1031179
always was
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>>1031434
In general you have a ton of wiggle room with what you can get away where the subject can be ugly and still look "right", so knowing how to sculpt/paint wrinkly old men or wretched creatures doesn't really translate to being able to sculpt good-looking girls. Some skills do transfer... but many don't. Others, you'll have to unlearn, even. And if you just do focused studies, you'll never learn what makes pose/composition/color palette appealing.
>>
>>1031183
You need to learn proportions or get stuck in old deviantart
>>
>>1031179
It is that simple, you just need to do it a few thousand times
>>
>>1031202
>trace 3d models,
you shouldn't do this till you understand how to do it without, this is more of a 'I have a job and need to increase production' technique than it is learning or skill building, which is what tutorials are for
>use gradient maps after painting values,
again, better to know how to do it right than it is to shortcut it without a clue
>abuse layers to hell and back,
this is normal in digital painting, but 100% down to personal preference, if you like a digital look, more is better, if you like a traditional look, less if not single is better (paint layer, a brown or grey backing layer is good for seeing where you don't have paint down.)
>crank that stabilization up,
a personal preference mixed with some degree of necessity, you need some level because of the way digital works, it filters out spikes where it knows where you are but glitches for a moment and things you are 30 feet to the left and then back to normal, firmware should catch the worst of this, but 1 or 2 ticks in any program smooths out any quality problems on the tablet, and from there its personal preference and the lines you want to pull
>spam undo
this is something only time can teach you, ever draw something and need to rework the fuck out of a line? it's better to pull that line the first time than try to fix it an hour later. You need experience to teach you when to do this
also, when you are learning it's better to not redo lines counter intuitive because you are trying to learn to pull the right line first without redoing it 50 times, this is why these morons end up pulling the same line and redoing it so many fucking times.
>>
>>1031183
almost all mangaka or animators world wide are able to do the right, maybe not to the degree of perfection, but they will be close to that than not.

the reason is this is a proportion and ability to copy detail excursive along with value judgements, effectively their bread and butter, the better you are there, the better you can make the left in under a day, I have watched morons who are somewhat good at anime art take weeks on their shit because they had 0 idea how to do it and had to constantly redo parts over and over again then fuck with liquify, then redo more parts.

an illustration like that shouldn't take a full work day, and being able to do the right makes it so.

you are also able to catch problem's and not behind a 'mah stile' argument
>>
>>1031268
you can easily short cut the left, the problem is the person who can do the right can do the left in a few hours from start to finish, while short cutting the left takes so many people days or weeks of work.
>>
>>1031231
you don't learn sculpting digitally, you learn sculpting traditionally, for the most digital like version of sculpting, clay is best.

what you learn digitally is how to make the program do what you want, and the short cuts the program offers that you would have to do manually, let's say you want to sculpt a kraken, traditionally you would be attaching each suction cup manually, digitally you can sculpt one and just add it to the sculpt, or make a 2d bump/normal map like thing and use that as the base and refine,

now for learning sculpting, I 100% recommend you learn life drawing because that will teach you proportions and give you an eye for what details matter if you do quick sketches, it will shock you how little is needed for you to know exactly what something is.
>>
>>1031434
PLEASE, look at how the japanese make 3d models, most of it is done point by point, the geometry looks ugly as fuck, but it functions because of the style.

the part that makes an anime girl hard is that you have to know what detail matters and what doesn't.

look up major muscle forms and minor, major ones anyone will be able to see if a detail is wrong, minor ones are where you can play with style. an artist can rip it apart but a normal person doesn't notice, just sees 'damn this guy is ripped'

you also have to suggest detail with painting, something 3d modelers suck at unless they went though and learned some degree of painting in 2d, and not even just painting, but the minimalist shit anime needs.



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