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File: 741d6.png (121 KB, 300x300)
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>See 2D fag pick up 3D
>He starts producing near AAA results in like 2-3 months
I've seen this happen like 5 times and it demoralizes me every time.
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>>1032348
Why does it depress you? Most 2D/3D skills are interchangeable. I have seen many 3D artists step into drawing and advance to /int/ tier in a few weeks too.
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>>1032348
Why wouldn't he, the only skills he's missing is knowing which button does what. That does take 2-3 months to learn. Learning to draw/sculpt, that takes years
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>>1032350
Because I suck nigga
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>>1032352
I had a pal who wasn't too good at drawing and he decided to sketch one big titted anime girl per day for one year. He stuck to it and became pretty good. Continued doing so since he was in the habit anyway and after three year he had become really impressive
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>>1032352
Focus on fun before getting good... if you can't enjoy art while you suck, being good won't magically make it fun
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>>1032350
This. Visual arts is about learning to understand and recreate shapes. I would argue 3d is a significantly less efficient way to learn that skill than 2d. conventional artists have the skill of knowing exactly what they want something to look like, AND how to make it look like that. That skill applies in 3d just like it does in 2d. Meanwhile most non-artists might realize something is bad or wrong, but not understand why, let alone how to fix it.

That's the skill that takes time. You can l earn to blend or mix paints, or build a shape in blender, or draw decent lines, in a matter of weeks.
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>2D fags have drawn over a million boxes
>Try this 3D thing to diversify his skillset
>Open the program
>There's a box
>>
It's pretty natural.
From what I've seen, going from 2D to 3D is way smoother than going from 3D to 2D. The technical hurdle of learning the program is not that much of a problem compared to drawing 3d forms from imagination, without a software doing 90% of the work.
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Mogged by 2Dgods, yet again...
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>>1032352
Often when you suck, you can easily play it off as a style you're proficient in. Some super successful artists aren't/weren't really good, but they used the 'ugliness' to their advantage (works better in 2d tho)
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>>1032382
That's a recipe for staying bad tho. And popping off with an audience due to your janky style is a gamble.
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speaking as an /ic/-fag dipping my toes into /3/ due to gamedev, it's just not that big of a jump. and the computer does all the caulcuation and keeps everything in literally perfect perspective for me, no matter the angle, which means i'm honestly thinking slightly less hard than when i draw.
when i'm doing the ref sheet to model from i also just draw half of 1 flat fate, then mirror it, so that part is pretty nice too.

the only worrying part of doing blender 3D now is that i might let my 2D skills slip without hard practice.
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>>1032364
>deletes the box
>add another
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>>1032390
I just add a loopcut and delete the half then end up with an internal face
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>>1032348
I've seen this a few times. However before you get down on yourself, eveluatie whether or not theyƕe just skipping all the fundamentals by kitbashing professional assets or not.

There was this one girls portfolio who was basically just a complete nepo by having access to the assets of her boyfriends media company, using their rigs/mocap and rendering workflow. This allowed her to make good looking stuff but she didn actually make anything nor would understand what she was doing.
Its just a strategy to land some corpo CGI middle manager job
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>>1032582
Whenever I've seen it, the reason was crystal clear. Those artist actually knew all relevant art fundamentals and all they had to learn was the technical side of 3D. Even when they kinda failed, they failed gracefully.
Many so called 3D "artist" however know jackshit about art and they are ignorant when it comes to all sorts of fundamentals. I've seen it many MANY times. Knowing the technical side of 3D isn't enough, its not even close.
Many are so ignorant, they don't even know that they are severely lacking knowledge and they are endlessly wondering how other people can be good.
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>>1032348
ok cool but why not post examples?
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where can i learn the fundamentals of art and how long will it take?
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>>1032676
/ic/ has links
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As an /ic/ fag myself, just go through the 2D Pipeline. I also started learning 3D mainly to improve my 2D knowledge, it all intersects with each other. Nowadays I am mainly 3D because it's more fun but I still like to draw.

If you make a character you need anatomy. If you want to make a nice scene you need composition. If you want a good texture you (might) want to handpaint it.
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As a turbo giga fag who draws both in digital and trad, sculpts in clay and models in blender, and does animation and game programming, everything I learn makes everything else easier.

The problem is that a single person still can't finish anything worth shit. Even if you would wish to be super skilled (which you're only going to get from a combination of smaller transferable skills), you're still going to be at your best doing one thing in a team.
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>>1032685
>The problem is that a single person still can't finish anything worth shit.
Lies. Look at Toby Fox or Scott Cawton
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>>1032685
Silly thing to say when milky highway or anything worthikids does exist
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>>1032734
didn't he have a whole team behind him?
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>>1032755
Nope
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>>1032348
Good 2d artists have the same understanding of 3d shapes, composition, rendering, that a 3d artist should have, all he really has to learn is a new toolset.
I guarantee it took him longer than 3 months to become a good 2d artist, and it's also very likely that he was playing around with 3d before he felt comfortable sharing his 3d work.
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>artists good at art are good at art
WHOA
STOP THE PRESSES
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>>1032762
There's another thread where the idea of being good at art outside the exact thing you want to do is considered gatekeeping



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