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Why did you guys choose 3D over drawing? Is it because drawing it's too difficult?

I've been thinking if I like drawing or 3D more and what to invest more time on, because with 2D you can also animate
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>>976326
>Is it because drawing it's too difficult?
Yes.
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>>976326
Drawing is just not very enjoyable for me, but I gotta keep going at some point
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>>976326
I think 3D is cool and can do lots of stuff which is harder to do with drawing/2D animation. Also, as a programmer I'd like to make a 3D game of some kind and I'd like to be able to make my own assets. Nonetheless I do think it'd be nice if I was better at drawing too, though I admittedly haven't put much time into it.
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>>976330
>I think 3D is cool and can do lots of stuff which is harder to do with drawing/2D animation
Like what
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2D is better than 3D, we all know this for the simple fact that it forces you to learn anatomy and how to render, two things /3/ can't do on paper, which is why they never pass actual art tests.
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>>976332
>le true art
fuck outta here with that shit lmfao
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>>976336
>we're going to need you to take a art test that includes 2d sections before we can hire you at the studio
>fuck, can't draw shit
>don't know any proportions
>can't shade
>no fundamentals
>99.999% of /3/
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>>976337
why would I need to learn that dumbass
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>>976337
>>976332
Umm aren't there people who specialise in animation and others in modeling? So who cares
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>>976326
>>976328
>>976329
>>976330
>>976331
>>976332
>>976336
>>976337
>>976338
>>976339
Drawing is unironically easier than 3dcg.
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>>976344
its not, you dont get anything for free.
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>>976326
It's like a fun puzzle to solve like crossword or sudoku. 2d seemed too difficult, but after gaining enough experience in 3d, it wasn't really difficult outside of rendering.
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>>976348
>2d seemed too difficult, but after gaining enough experience in 3d, it wasn't really difficult
post your work, coward!!
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>>976349
https://twitter.com/ChianMajo5372/media
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>>976344
I think it's just a personal thing. Some people who love drawing can't into 3D and vice versa.
Art fundamentals apply to both though, it's just about your preferred tool/medium (unless you're more strictly into just the software side of 3D)
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>>976350
god awful
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>>976354
pyw
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>>976355
this is from before I started to draw / learn anatomy seriously.
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>>976348
>>976350
>>976355
Hey Majo. I have been paying attention to your posts on this board and I follow you on twitter. I do agree with >>976354 that your models are lacking in quality, but you have been getting better, and at least you bother to model consistently unlike some people here. It would help a lot if you would study at least SOME actual anatomy and get a better sense of contour+gesture and lighting.
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>>976364
pyw
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>>976347
So it's easier when you're a kitbasher and don't do any actual modeling, sculpting, texturing, rigging, or anything else? I guess you got me there.

>>976353
To be fair I did get into 3d first, then into 2d, and that could be why I percieve it that way. Maybe he did 2d first, then 3d, and that's why he thinks it's inherently easier. Or he's just a kitbasher.
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>>976326
>Is it because drawing it's too difficult?
unironically yes
i can visualize in 3d way better than 2d. the big disadvantage though is I can't do 3d when things are slow at work, but I can draw. so I really need to learn, as much as my shitty chicken scratches make me cringe. kinda considering getting into actual sculpture too at the local community college. the deeper I get into this the more I respect the likes of michelangelo. nigga turned a rock into a globally renowned masterpiece, will any of us ever be able to say the same?
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>>976326
I do both.
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>>976353
What are art fundamentals
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>>976378
proportion, anatomy, rendering, perspective, composition
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>>976377
Learning how to draw has done a lot of heavy lifting with learning 3D. Basically helped to focus on the program since I'm not tripping over myself looking for the right ref since I can make my own.
Still have a lot to learn tho.
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>>976379
And so much more, but almost everything can fall under composition. I wouldn't consider rendering a fundamental. Doesn't really make sense, but I think I understand what you're driving at
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>>976382
>>976379
What's the order to learn these anyway

I was learning how to draw awhile ago and people said I have to start with construction and then perspectivr and mostly after that it was all done

That you had to just copy a lot of artist style and whatevrr
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>>976383
First thing you have to learn is observation. Becoming an artist means a complete overhaul of how you see things and it's a continual process of improvement.
You can draw from life, photos, or reference other artwork, but the important things is that you Iearn to accurately take in the essence of what you're looking at and translate it somewhere else.

After that, you need to look at things you find appealing (preferably things that other people also find appealing), then you have to explore how it makes you feel, why it makes you feel that way, and try to recreate that feeling with your own work based on that.
It's a never ending process that will not give results based on the time and effort you put in. There are no shortcuts
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>>976384
That will only* give results
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>>976383
There is no one order. Art fundamentals are a collection of immaterial concepts that civilization as a whole has been building upon essentially starting from the day we first started making art. There is no natural law that says you have to do these things a certain way. That being said, there is a reason these concepts are taught, and they are learned better in some orders than others. Drawabox is a good place to start because it teaches perspective and construction, but those are preceded by mark-making exercises that will teach you how to actually make lines effectively; many teaching courses forget that part. People like to meme on Drawabox because sometimes the Drawabox man says "draw 50 gorillion whatevers before you move on to the next part", but you can just draw as many whatevers as you think is necessary until you are comfortable with what you're doing. /ic/ also recommends a few good books that can be read in whatever order desired.
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I didn't choose 3D over drawing. I do both. See?

Drawing is pretty cool but by learning 3D I can do things like make video game characters, animations and I'd like to make figures and have them on my desk one day.
It's true that it is also possible to make video games and animations with 2D art but 2D animations take a lot of time and work to do to a level I'd be happy with and 3D seems more feasible and video games with 2D art have some limitations for instance if you have an animated character it's very difficult to allow visually swapping the clothes because you'd have to draw every animation again for every new piece of clothing. And I like first person shooters but I don't really like the ones that have flat 2D sprites in 3D environments, like classic Doom. I don't think they work in anything other than true 3D.

But 2D is really cool too, because you have things like Manga and to be honest I actually like how good 2D animation looks more than 3D, and I also think pixel art is great. And there's a lot of 3D in 2D and a lot of 2D in 3D.

So I will learn both.
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>>976383
there is no set order since learning one thing helps with another in some aspects.
For example, learning to draw buildings in perspective will help with drawing people since you use similar shapes.
The best method to go is to find one thing that you need to improve on and focus on it for a week or two. Thats how schools do it. Every week we would study a math concept then have a test the following week. be it math or english memorizing words or english concepts in writing.
1 week, spend 2hrs a day drawing eyes.
2nd week, facial structures
3rd, noses
etc. break it down and make incremental progress.

Another good practice method is pick a graphic novel of an intersting artist you like and redraw every page. Youll grow fast because every panel is a different angle, perspective or subject.
>>
perfectionist autism works better in 3d for me, and I don't enjoy drawing in digital
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>>976384
>>976386
>>976391
What do you guys think about 2D animation, I guess it's not the same as doing a full blown illustration but still taxing in other ways and still need your fundamentals
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>>976396
I only do it on certain occasions. I don't care to in-between. I'd feel more inclined to do it if I had more time. So I leave that grunt work to Maya.
>>
I feel like 3D is harder you have to learn sculpting, retopology, rigging, animating, and texturing which are all very different. Where as in 2D your skills are drawing lines and painting colors and that's it.
>>
I didnt choose one over the other. I do both.
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>>976326
both are difficult in their own way.3d requires more technical learning but i do think it is a lot easier though as it helps with form development, and practically takes care of a lot of the fundamentals for you (shadow, light, colour, perspective).

3d is also a lot more versatile, there are many more uses. you can even render out a convincing 2d illustrations.
as your 3d work grows, you also acquire more and more assets and base meshes that can be reused in future projects, such as reusing parts of a character's outfit or accessories. this is not something you can do with 2d. 3d starts off difficult and slow, but can get much easier as you progress thanks to this.
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I specifically want to do 3d animation over 2d animation because 3d animation for specifically the kinds of stuff I want to do is easier. It's less time consuming and I can work with a smaller studio to produce what I want. I still draw in 2d.

My ideal workflow would be to draw out what characters I want, have someone else 3d model the characters I draw, then give those models to me for animation. I handel the character creation and animation, someone else models. I'm getting 3d modeling knowledge because it'll be useful for working in 3d animation, but I'd rather not do most modeling myself. I prefer the drawing and animation.
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I got banned from art class as a kid, I wanna try my hand at art, I'm an MechEng by trade so learning 3d is already a good idea for my career anyway and I can logically understand the fundamantals of art or lighting but my retard hands cannot draw a stick figure. Also I was very happy to realise when I started 3d that it's just applied geometry, and if I git gud enough I could emulate 2d in 3d if I so choose
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I spent 20 years thinking I wanted to draw comics. I started watching sculpting videos during the lockdowns, became obsessed with it and realized it’s what I should have been doing all along. It’s enjoyable and therapeutic for me in a way that drawing never was.
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>>976745
Have you tried drawing a stick figure with your MIND? That is the key.
Also, why did you get banned from art class?
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>>976326
Drawing unironically has a lower bar of entry than 3D Modeling.
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>>976749
I've seen a lot 2d artists get filtered by the technical side of 3d pretty easily
>>
i took a class in highscool and again in college and found learning it to be very straight forward and came to me pretty naturally. i enjoyed the results and was in awe of what people were able to do with it after getting really experienced and i was hooked.
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>>976748
Yes, I can imagine a photorealistic person, my problem is my drawing skill, I'm better with 3d because of the control the tools give, got banned one year because the teacher thought I was being lazy or stubborn, he let me sit at the back of the room and do homework, actually the best art teacher I ever had
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>>976754
You could try out vector illustration if motor skill is the problem. Inkscape is a free and easy download.
Vector art does make things like shading hard to make look pretty, since gradients are easy to fuck up and make things look weird, but it's perfectly fine for linework and color block-outs, all with mathematical precision.
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>>976326
Drawing is how i think.3d is how I make money.
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>>976781
>3d is how I make money.
not for long lmao
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>>976786
I do hope so. Can't wait for ai to mae it for me and my clients still paying me because they can't even open ms word.
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>>976788
you're going to have a very rude awakening is all I can say.
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>>976326
i can't draw, but somehow i can sculpt
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>>976750
Yeah that's my point.
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>>976326
Realism: 3D easier than 2D
Stylized: 2D easier than 3D
Animation:
3D quicker but less flexibly, 2D time consuming but flexible. Equal difficulty.

If youre choosing 3D cause drawing is "hard" for you then you wont make it in 3D either. You will be stuck in beg mediocrity cause you run from difficulty.

If you're too much of a pussy to handle a few lines on a sketchbook, you sure as shit wont make it in any discipline.
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>>976844
post your sketchbook
>>
I'm a 2d artist/animator whos learning 3d to make a game. While I love 2d, the problem is to make something that uses 3d movement/depth, 2d sprites just dont work all that well especially if you have platforming/climbing/etc.
If you make the game where its 3d backgrounds but you can only move left/right, then 2d characters in 3d world works, but otherwise it can be an issue.
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>>976844
>If youre choosing 3D cause drawing is "hard" for you then you wont make it in 3D either
Simply not true
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I do Warhammer so I like models.
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>>976326
But I'm doing both? Having 2d art skill helps with 3d. Any competent 3d artist has both.
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>>976326
I chose 3d because I think it's way cooler looking
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>>976375
They made clay versions before starting on marble versions & used callipers n whatnot
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>>976326
Because the idea of building an asset and then being able to do whatever you want with that asset forever appeals to me. If you draw a picture, you have a picture, if you make a model then you can do a lot more with it. Also I caught the 'tism from my father and perspective is not something I'm capable of, at least not without a lot of practice. Maybe I'll get better later in life, but I'm not particularly good at 3d and I want to get better at that first.
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>>976353
exactly like personally i was really talented at drawing and creation instinctually but im not good at using programs efficiently so it was harder to learn for me due to modelling and animation's early learning curve. Not everything has to be a skill comparaison.
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>>976337
damn I guess I better go back and re-read all my ancient notes to practice all of this shit again in anticipation of an interview after being busy figuring out the mathematical formulas for raymarching and atmospheric scattering the day before
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>>977165
>If you draw a picture, you have a picture, if you make a model then you can do a lot more with it.
All you have to do is make more pictures and then you have animation
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Actually I learned to draw first but I wanted to do a first person shooter and billboard sprites suck
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>>976326
>Why did you guys choose 3D over drawing? Is it because drawing it's too difficult?

Had been drawing for 15 years when I transitioned into 3D, been doing 3D for two decades now.
Went 3D over 2D because assets can be made interactive and being able to see your art in motion from any angle and
not just view but traverse environments of your own architecture is immensely satisfying.

3D is a lot harder in my opinion as with a 2D canvas you can fake depth and easily optimize how your character look from the one angle.

In full 3D what you can fake is way less, if the environment extends out to it's visible borders and you have to fill that with real content.
If you're doing character work your characters anatomy has to be right not just from the current angle but from all angles.
The numbers of things you have to get right in 3D raises the skill ceiling by a lot in my view.

Everything that is true for 2D composition carries over into 3D but there are many additional things you gotta consider in 3D that you can gloss over in 2D.
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>>976326
I like both although animating in 3D feels better then 2D but ultimately I like 3D more because Im good enough at 2D to tell when things are off but bad enough where fixing it becomes a frustrating task and overthinking where 3D there is certainty in it and I can break it to fit and style it with confidence to make it look good I've used 3D to sometimes just setup basic primitives before drawing so I don't have to deal with guess work I combine and use the strengths of both to get the results in my head out and real.
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>>976326
I chose drawing over 3d acktually but I’m kinda curious about 3d so I might make some models here and there for fun
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i already know how to do 2D art and it's time to conquer the next dimension
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>>976326
Why not both?
I only started 3D a week ago but I picked it up so I could make models for a game's 3D printer feature. Otherwise I've been doing 2D for years and I've been loving every second of it.
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>>976344
Idk i felt like I made 10x the progress in 3d than I did in drawing, maybe you just drew since you were a child and can't imagine what it's like to start as an adult
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>>976326
I have tried both, but I've only managed to actually stick to 3D and kinda gave up on 2D rather quickly. Might give 2D a try again eventually to see if any skills transfer over from 3D
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the only way you can truly get good in 2d or 3d is with very thorough anatomy studies
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>>976326
I do both
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>>976326
can't do cool 3d animations, 3d pictures and 3d video games by learning how to draw
>>
I do both 2D and 3D, but from the two I would suggest doing 3D if you could only put time into one. 3D is a lot more versatile in what you can create, if you use NPR you can even create 2D works using 3D.

Let's say you want to create some fan art of your favourite anime character. With 2D you can draw it, paint it... and that's about it, you're left with a 2D illustration, which is great if that's all you want to do. You can technically do more with it such as animation as you say, but you're essentially redrawing each frame in order to achieve that, you're no longer working on the original work, it's not as versatile and take more effort compared to 3D.

With 3D you can model or sculpt it, 3D print it, pose and animate it through rigging, put it in a game, or a 2D illustration with NPR, or even a 2D animation with NPR, you can also render it lower resolution to create faux pixel art and then animate that and put it in a 2D game.

The other benefit of 3D is reuse of what you create. Over time as your portfolio grows, you will have more and more assets you can reuse to make future works more time efficient. You can reuse the character's body and use it as a base mesh in your next project, or the accessories and clothing, the animation rig, etc. Whereas with a 2D illustration you can't reuse it, only case you could reuse it is if your next illustration was the exact same perspective and viewpoint.
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Has anyone else ever gone halfway? I can't for the life of me draw 2D or 3D model/sculpt but I did figure out how to shape and texture planes to resemble papercraft art and even did some basic origami in blender.
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>>976326
I decided to mainly focus on 3D after learning a bit of 2D animation
2D animation is pain
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>>982146
3d is also pain when y
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>>982146
They both have their set backs. Its a different kind of dirt, but its still dirt. One thing I find difficult with 3D is that it's harder to fail forward faster. I can't edit mistakes as quickly. Especially late in development.
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>>982163



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