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File: Scarlet.jpg (330 KB, 1194x1319)
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Is it true that to become a good 3D artist/Sculptor, you have to be a good 2D artist first? If so, I don't understand why that is?
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>>7765956
>Is it true that to become a good 3D artist/Sculptor, you have to be a good 2D artist first?
no. have a good day.
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go sculpt now on Blender wth you want my permission?!
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not really, but many artists learn 3d modelling for their art stuff, it's also easier to learn 3d modelling when you already can do art

these two areas also share similarities, with art you learn how to create good compositions and that transfers to 3d scenes
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>>7765956
yes because you need to be able to plan out a reference first. composition, proportions, expressions...etc. unless you’re planning to sculpt deformed ogres forever like every permabeg
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>>7765956
Nah, that's a misconception.
The reality is that if you have a strong 2d background it's easier to pick up 3d, because of the common underlying fundamentals shared by both aproaches (anatomy, composition, posing, etc.).
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>>7765956
it helps you get good taste
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>>7765956
Well, if you want to create original characters in 3d, it's much easier to design one by drawing refs and a turnaround first. But it's clearly not a necessity, it's just a lot faster to iterate a 2d image than a 3d model
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That aside, do you think the character in the OP is well designed?
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>>7765956
not necessary, but there's a lot of overlap in skills. Also if you intend on doing your own concept art for your 3D models, or hand painted textures, it's 100% necessary.
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>>7765956
it's important to know art theory to be a good 3D artist but otherwise no you don't have to be good at drawing
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3d modeling is a lot easier than drawing
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>>7766087
yes
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>>7766236
Pedo
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>>7765956
3D sculpting and 2D drawing are reliant in the same thinking mechanisms and are pretty much the same skill, a lot of the knowledge and skill you get from rendering a 2D plaster cast will also translate into sculpting in 3D.

so the better you are at one the better you will be at the other.
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>>7765956
No
>INB4
>Reddit
>Yawn
On a serious note, both drawing and 3D have overlapping theories but they're not the same skill, and like this >>7766228
anon said, 3D is a lot easier, you don't need to learn perspective like an artist.
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>>7765956
No, if anything 3D makes mistakes more obvious, but you need the same skills for both. If someone is good doing either, they can easily become good at the other once used to the different tools.
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>>7766236
That's a child wtf
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>>7765956
Yes

You are too stupid to understand why and too lazy to put in the work to ever make good human models in the first place
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>>7766236
>>7766727
Why are you samefagging? Hurt because you got called a pedo?
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>>7767053
That was my first post in the thread. I'm sick of these questions spammed by one or two people on /ic/ and /3/
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>>7765956

3D modeling just requires accurate understanding of body proportions and a ton of technical knowledge of the program you're using. i switched to blender BECAUSE i'm ass at drawing.

i think that knowing how to fix or work around software bugs yourself without much outside help is more important than knowing how to draw when it comes to 3DCG. being a software engineer is probably pretty darn helpful, but not required.
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>>7767202
>being a software engineer is probably helpful

Wait, really? Are you saying that you need to know how to code to be good at 3dcg? I thought 3d sculpting only involved sculpting characters like you would with real life clay, but instead of clay, you had your tablet and a pen.
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>>7767276
theres a lot more than sculpting if you pretend the model to be usable outside the WIP screenshots you are taking. From UV mapping textures and layers to the skeleton bones, movement range etc.
I'd say it's like the difference between sculpting something that looks like a robot to actually building a robot. I don't mean in terms of having to create/code each individual part from scratch, but knowing how to use each available tool properly to reach the end product. It's a lot more intricate than merely adding / removing clay
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>>7767604
>if you pretend the model to be usable
if you intend*

my bad
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>>7767276

i'm not saying that you need to know how to code, but the practical skill set (debugging, understanding of how software works, etc) that comes with being a software engineer would be extremely helpful to you as a 3D artist.

as >>7767604 said, there's a lot of under-the-hood mechanical stuff like bones, armature collections, texture wrapping, nodes, etc that make a model much more than just a sculpt. if you want to *just* sculpt, then you can make good money in the tabletop miniature hobby by making detailed STL files for 3D printing, which are just 3D shapes with no advanced features. you can also become an animator for pre-existing character models, which isn't too hard and you can make $50 to $100 for a commission that would honestly take more time rendering than you having to work, but the people who MAKE functional character models charge between $500 and $1500 for a fully rigged character because they're just so time-consuming and complicated to make. it's a daunting hobby, but the good news is that AI slop will never take your business as it currently functions
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>>7769468
>but the good news is that AI slop will never take your business as it currently functions

Nvidia literally released a new generative AI that can create 3D models.

https://build.nvidia.com/nvidia/object-generation-3d
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>>7766087
although i would fuck that, i can't tell if the overall design is good from just the portrait
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>>7769641
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>>7769636
Ok, it's not as good as literally reusing the assets that already works.
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>>7769679
>it's not as good as
For now
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It helps to know the form and proportion but is not everything. 2d artists have a bunch of abstract techniques that don't really translate to 3d like line weight or hatching and draftsmanship in general, your stylized anatomy and proportions don't need to always make sense in a 3d environment because you can distort reality enough to still be appealing. think goku hair or mickey mouse ears.

3d grounds things in to an real environment too much so is much easier for things to look uncanny if done wrong, like in the alita battle angel movie. Big eyes in any 2d thing unless you are really beg will always look cute, in real life it just looks fucked up and goofy. an proper 3D artist who knows it's meadium can make it work by controlling other forms, an 2D artist alone would not understand that by it's 2d experience alone, but it would probably pick on it a lot quicker compared to someone totally naive.
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>>7765956
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>>7765956
Other way round, actually. With sculpture you're literally "feeling the form" which is a prerequisite for 2D. So if you start with 3D and sculpture you automatically develop that intuition for form and space, and then you can translate it more readily to the 2D plane.
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>>7769926
So why not recommend aspiring artists to start this way?
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>>7769927
3D is less accessible
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>>7769927
Probably because actual sculpting is a bit harder to get into, or at least people seem to see it that way, though really you can get some oil based (non-drying) clay and just get to it, or carve chunks of plaster of paris) and 3D is more technical than 2D on a computer, it's a lot more straightforward to get a tablet and start drawing versus getting a 3D app and figuring out how to actually model something. But really I suppose it depends on the route by which you're approaching art. Probably should have begun as a child playing outside with mud and sticks to create 3 dimensional forms.
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>>7769946
Hell, what kid didn't play with play-doh?? Probably start with that at least as early as finger painting, if not before.



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