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🧵 Untitled Thread

Anonymous No. 1005213

If I know the basics, am not starting from scratch and have an entire year of no work and just a little bit of school can be employable by next January of I put in 5 to 8 hours a day into 3D modeling. I'm trying to learn Blender and Maya at the same time (student license) and do animation for fun on the side.

Anonymous No. 1005216

And what do you want me say in response to that, Cris?

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Anonymous No. 1005218

>>1005213
You have already been replaced. Might as well kill yourself.

Anonymous No. 1005221

>>1005218
>img2img

make sure not to generate any wrongthink or cia will be knocking, am right?

Anonymous No. 1005235

>>1005216
I'm not cris

>>1005218
Now this is a cris post. Pretty neat though.

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Anonymous No. 1005240

>>1005218

Anonymous No. 1005241

I liked cris better when he wasn’t an AI shill.

Anonymous No. 1005290

>>1005218
It looks like crap and it is even more difficult to clean it up instead of just doing it yourself
Maybe in another few years people will be replaced, but not right now

Anonymous No. 1005291

>>1005213
>trying to learn Blender
I can already tell you're gonna fail.
maya just like blender is a tool, you should be familiar with it enough in 1-2 weeks tops
Thats not what you need to learn to make it, there is no such thing as "learning blender" for a whole year.

Anonymous No. 1005298

>>1005291
Well my professor said I had talent when I took my 3D animation course, and I passed that bitch with a B+ with no knowledge of 3D or the pre requisites required to take that class! Just dove right in. I made pic related in my 3D modeling course I took after the animation one. So that's roughly the skill level I'm at. I understand the basics just not the nuances of the programs I want to use and I want to build up my skills all around.

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Anonymous No. 1005304

>>1005298
>not the nuances of the programs I want to use
It's not hte nuances of the programs that make you a good 3d artist, is knowing the principles of whatever branch of 3d work you choose. This knowledge is usually software agnostic,
For example:
a character artist needs to understand artistic anatomy, form and outline in 3d spaces, negative spaces, lighting principles, shading theory, color theory, clean uv-ing, grooming techniques for either real time hair or cinematic grooms, what clean topology entails for animation and how to retopo an high poly model. The only thing that I would consider not program agnostic is Marvelous Designer/clo3d and gamrent modeling. Other way, every single thing up there can be learned without focusing on any single piece of software. As I said before, there is no such thing as learning blender or maya for x years, you need to learn fundamentals and general pipelines that have nothing to do with any specific software. Once you do that you can choose which softwares best fits your workflow and ofr each step of you propcess. And you should be able to switch between them with minimal effort.
Ffs, most tutorials about learning maya, for example, are less than 10 hours courses, and you people talk about years learning a program

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Anonymous No. 1005309

>>1005304
Okay, this is good advice, I guess I've had the wrong mindset.

Right now I'm primarily interested in making character models and animation. I understand that normally a 3D artist will be specialized in a pipeline. For my class projects I was solo of course so I had to do pretty much everything by myself. I understand what UV mapping and Retopology are but not how to do it. I'm also weak when it comes to texturing and only know the basics and how to use default textures or flat colors. The courses I took were more about artistic expression than about the technical details of the programs so I've had to teach myself a lot. Though I still was taught a good amount of the basics. Here is a work I did in one of those classes, this is about my skill level. Right now I have a metric fuck ton of free time so I want to up my game hard and grind this. Would it be a good idea to take some figure drawing courses to help my character modeling?

Anonymous No. 1005310

>>1005218
shitposting aside, this is the objectively correct answer.

>writing is already replaced
>voice acting and sfx soon to be obselete
>marketing/promotional already replaced
>concept art/storyboarding already replaced
>texturing is likely next
>then inbetweening
>then mocap cleanup
>then vfx
>then grading/compositing

this ends with the entire pipeline just becoming almost entirely ai, processing raw mocap actor data into a full film/tv show/advertisement. enjoy it as a hobby and nothing else because by the time you become employable you won't get anything at all.

>but muh games though
lol, lmao

Anonymous No. 1005319

>>1005213
as long as you know the program's limitations (ie dont even try rigging in blender), you ACTUALLY follow a guide instead of expecting shit to work and learn the program-agnostic fundamentals? maybe

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Anonymous No. 1005371

>>1005218
It's wonderful, now let's look at the topology.

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Anonymous No. 1005488

>>1005309
>making character models
The question is in what capacity. For hobby/coomer purposes, then just try shit out from yt. For actually working in the industry, you basically need at least 3-4 years of systematic learning. Being a junior character artist means you're just as skilled as a senior character artist, but you're a little slower in finishing projects. Have a look at what the people already working in the industry do and there you have a benchmark you must reach, quality wise(pic rel).
As for your level, sorry to say, you aren't even at basic level yet. Doing simple models that showcase the whole pipeline is the basic level(think a simple stylized character that's game-ready: retopoed, textured, rendered in-engine or similar like Marmoset)

>take some figure drawing courses

>First learn the basic pipeline of what you want to learn.
>Stick to only one subject, as animation and character modeling are two jobs altogether.
>learn the artistic fundamentals: artistic anatomy, color theory, composition, lighting, form, outline
>learn 3d sculpting, preferably in zbrush. Figure drawing you can do as a hobby or look at a few tutorials to see what's about but you don't need it(t. industry pro that can't draw)
>learn the concepts of shaders and how to set them up for various materials. This is software agnostic, it works the same in every engine
>learn texturing(and I mean actual texturing, not slapping a smart material and calling it a day). Two main texturing software's used today, Substance Painter and Mari. Learn them both.
>learn topology and how you should retopo a game-ready character. There are dedicated softwares for this too. Blender has some plugin, Topogun is still industry standard
>Uv-ing eficiently. RizomUV is the industry specialized soft
>learn Photoshop, you'll need it
>learn Marvelous Designer for clothes and learn how to sculpt drapery for detailing
>learn subd modeling for assets. Software agnostic as well.
>learn baking from high to low

Anonymous No. 1005490

>>1005488
Once you studied all this, start doing personal projects. Start from simple and slowly increase the difficulty and amount of details. They need to be finished. Once you reach the quality of people working in the industry, then you can start applying for jobs.
A similar approach is for cinematic characters as well, but the tools and pipeline change a bit when compared to this

Anonymous No. 1005878

>>1005488
>For actually working in the industry, you basically need at least 3-4 years of systematic learning

Does this mean a formal education environment. I'm 27 and will graduate at the end of the year, but I don't really have the funds to go back to school to learn 3D, my only option is to learn what I can on my own from this point. I have taken basic courses, I have studied figure drawing and a lot of art fundies even though I'm not very good. I also do know photoshop. So this kind of stuff is simply not something I'm going to be able to learn on my own.

If I have to work full time and go to school to learn 3D as my only option to get a job I guess I'll have to do that. I have this year of basically unlimited free time to learn what I can on my own and after that I'll have to get back into the workforce.

Anonymous No. 1005880

>>1005488
Also I saved everything you wrote here on a google doc.

Anonymous No. 1005881

>>1005218
>>1005310
imagine being a young lad fascinated by 3d and the arts and then seeing this
all your hopes and dreams, instantly crushed
by the time you start learning and even get to cris level, AI is making models and animating at lightspeed while you struggle to topologize anime breasts, and it's only getting better on a monthly basis
even if you get to professional level in 2 years, no studio will hire you because they already have 1 senior artist for every role using some futuristic AI out of star trek to pump out work 100x faster than you

at least we had our time

Anonymous No. 1005883

>>1005881
>no studio will hire you because they already have 1 senior artist for every role using some futuristic AI out of star trek to pump out work 100x faster than you
and then you're competing with 20 million asians, mexicans, indians, and eastern europeans to be that one guy at the studio
it's completely fucking over

Anonymous No. 1005884

>>1005881
hobbyists still winning
we will keep the craft alive in our free time while people like you are cleaning toilets just to scrape by.

Anonymous No. 1005886

>>1005884
A hobbyist is never going to reach their full potential if their time is dedicated to a 40 hour a week job. The point of wanting to sustain yourself doing this is so you can dedicated yourself to the craft without distractions.

Anonymous No. 1005887

>>1005488
>>1005490
Sorry if I'm asking for spoonfeeding, but do you know any good courses that I take? I don't care if I have to pay some money for it as long as it will get me closer to industry work.

Anonymous No. 1005892

>>1005298
There's no pic rel.