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🧵 Learning

Anonymous No. 878492

Where do you guys actually learn all this stuff? I've been looking at YouTube videos but they're not really consistent with styles and techniques of modelling. Did you unironically go to art school? What about paid courses?

Anonymous No. 878498

Start with the donut, then the anvil, then the chair.

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Anonymous No. 878505

>>878498
Already did all of those, still feel like I'm struggling, particularly with how to do good topology. All of those were fairly simple as far as topology goes, to be honest.

Anonymous No. 878508

>>878505
Now its time to start watchin Arrimus.

Anonymous No. 878510

>>878508
>Arrimus
Thank you desu, his Classic Topo Problem series is exactly what I was thinking I needed.

Anonymous No. 878533

I pirate paid courses, I bought only one course on udemy

Anonymous No. 878534

this one, I bought it when it 10 dollars last month
https://www.udemy.com/course/the-blender-encyclopedia/

Anonymous No. 880136

>>878492
Practice and find your won workflow instead of following others.

Anonymous No. 880199

>>880136
But I've been following along with this guy's videos for hours and it seems like I'm getting nowhere

https://www.youtube.com/watch?v=7yhxb85lUk4

Anonymous No. 880202

Find a 2d image you like, try to recreate it in 3d. No better practice than actually trying

Anonymous No. 880205

>>880202
thats not how it works. You have to grind the fundamentals.

Anonymous No. 880246

>>878492
Do you actually want to learn modeling or do you think you need to learn it to "advance" to another section of 3d?

Anonymous No. 880248

>>880136
and thats recommended success when youtuber is 50 million viewers?

Anonymous No. 880251

First thing you need to do to start learning is to stop watching tutorials and actually start doing shit. Tutorials are literally fucking useless unless there is very narrow technical how-to you need.

Anonymous No. 880252

Also pirate any commercial software. The goal of blender, when you already know the workflow you can dodge paying for software with it. When you don't know shit, you make it twice more difficult for yourself by using blender with its purely hotkey-based workflow.

Anonymous No. 880253

>>880205
No it's literally how it works, you do some shit, finish it, analyze what went right and what went wrong and try better next time. There are no fundamentals.

Anonymous No. 880254

>>878492
Didn't pay but I'm sure it can help. Basically focus on what you want to make and learn the techniques necessary to get there. Use broad strokes when learning and see where you can apply similar solutions to different problems. Topology is important but that comes later. I'd say box modeling, sculpting, retopo, and texturing would let you capture pretty much most of what you need. You can throw rigging and extra fancy shizz in if you want, but those previous four are the most important imo.


As you get better and better, the speed sculpt videos make sense and you understand complete workflows, so it's iterative learning. Don't expect to by flycat in 1 month. Maybe 1 year if you're already decently good with both art and tech.

Anonymous No. 880259

>>880205
Weak bait

Anonymous No. 880282

>>880259
its not bait. You have to learn the fundamentals before you go ahead making "whatever you want" or you will fail miserably.

Anonymous No. 880291

>>880282
wrong

Anonymous No. 880292

>>880291
*sigh*.

Grind fundamentals for at least 2 years and get back to me.

t. over 10 years experience

Anonymous No. 880295

>>880282
Depends what you wanna do. Im a lighting artist and work on environment as well, have no training except trial and errors. I dont even know what you mean by fundamentals, I imagine formal art training or understanding of light and color, compositions stuff like that. pretty much learned by doing and reading up online

Anonymous No. 880296

>>880295
You should grind fundamentals for at least 2 years in 2d concept creation, 3d modelling, texturing, animation, retopology, compositing, anatomy, rigging, shader authoring, general programming, debugging, sound design, master work recreation.

Only after spending these years grinding should you attempt to make your first real work.

t. over a decade in this field

Anonymous No. 880297

>>880292
I believe you took the long road my friend -

The alternative: Actively learning and responding to roadblocks, missteps, & gaps of knowledge as you do the best you can producing the projects for the results you desire. There will be shortcomings and this will be obvious to the artist as time progresses and skills improve, but the desire to refine the skills is like wildfire when the pace of learning is essential to production. It is not a sad, meaningless crunch, it is a self-administered IV drip of conquest and desire to improve forcefully compressed into an ultra-accelerated rate

I am not saying you are unskilled nor that you lack hard-earned experience, I am just saying that you should not state your pathway as fact, and that other people may benefit from other approaches to learning and applying themselves in ways that best suit

Anonymous No. 880299

>>880296
fuck I fell for the bait again

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Anonymous No. 880300

>>880252
jesus christ so much this, i use maya mainly but i tried blender and i just couldn't handle the shortcuts, so in my opinion even houdini is not only easier to pickup but easier to learn and remember how things work. even with the industry compatible shortcuts blender is a nightmare for me. i wish blender wouldn't change so much between versions and build on whats already there

Anonymous No. 880303

>>880296
>>880300
imagine being such a smoothbrained retard that even blender filters you out

Anonymous No. 880328

If you are capable of drawing, then you are capable of slowly making these 3D models. The foundations were set

Anonymous No. 880388

Let me tell you the true:
They make YouTube tutorials to make money, not to teach you anything.
Just move the fucking vertex, press U to unwrap, that's all you need.

Anonymous No. 880415

>>878492

Here is my short stint doing 3d as a noob

>learn blender
>make anime girl
>watch yansculpts
>buy blender courses
>Bought Zbrush, downloaded maya
>Never touch blender ever again
>buy more courses
>never finish them
>get cgpeers account
>download everything
>follow raf, arrimus, pavlovich, sakaki kaoru, etc.
>make decent models
>surpassed yansculpts.
>stopped paying software and courses
>too redpilled industry is a complete joke.
>Glad I do software dev.
>Just do it as a hobby now.
>Spend more time drawing than 3d
>kek

Anonymous No. 880417

>>878492
i just watch arrimus tutorials but don't actually follow them. i just watch how he approaches things and apply that to my own work
>>880300
weirdly i have the opposite issue to you. i'm trying to learn max but hate having to press buttons for every little thing. is maya similar to max in that sense? if i can use hotkeys i'll switch over

Anonymous No. 880438

r u guaranteed to get jobs here

Anonymous No. 880497

>>880388
This is completely correct. Unfortunately 90% of aspiring modellers will be filtered out by trap of blender availability.

Anonymous No. 880510

>>878492
I dunno where zoomers learn stuff, I used my own brain and read the manual back in the day. Zoomers seem to think learning means getting someone to spoon feed you everything.

Anonymous No. 880511

>>880510
And some people are BEGGING to be asked "critically" as some sort brainprowess show....
also, it's what they say the westerners do to get ahead. And basically what the succesful ones do mostly.

Anonymous No. 880512

>>880510
If reading manual could get you anywhere....why the fuck are you here?

Anonymous No. 880513

>>880512
3DS max manual is literally the best way to learn it

Anonymous No. 880514

>>880512
>why the fuck are you here?
To laugh at you.

Anonymous No. 880522

30 years of blood and pain

Anonymous No. 880529

>>880415
> Software dev with character modeling skills.

Nice larp. You'd be making bank with coomer games if you were not lying. How do I know? I'm software dev on the same path.

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Anonymous No. 880532

>>878492
Im sure you already figured this out but any possible thing that you need to learn is on Youtube. Sometimes when youre new you dont know what you need to learn so first focus on the basics, learn the software and then start creating your own projects. You will come accross things you cant make and thats when you search for the tutorials. Rinse repeat until you know everything you need to know.

Some important topics: sculpting, hard surface, retopology, texturing / baking texture maps, rigging, animation, simulations, lighting, material nodes, rendering etc etc

Btw you dont need to learn everything but you need to know what it entails. You can choose a specialty to focus on ie. Sculpting, animation, texturing.

You can also get excellent tutorials online for 10$ to 15$. Udemy has a lot but they rip people off with their prices (dont pay more than 15$ there), Artstation, Flipped normals etc.

Good luck!

Anonymous No. 880533

>>880513
3DS Max is a living Zombie kept alive by the architecture bussiness. Learn Maya or Blender.

Anonymous No. 880535

>>880529
Moving JSONs back and forth at work is not a skill that suddenly allows you to make marketable coomer games

Anonymous No. 880561

>>880533
What makes Maya better than Max save for animation tools?

Anonymous No. 880607

>>878492
as /lit/ always says start with the greeks. the advice works for all boards

Anonymous No. 880608

>>880561
anon, movies and games are literally moving images. Its ALL animation.

Anonymous No. 880999

>>880608
even so. how good is good again?

Anonymous No. 881154

>>878492
blender cloud

Anonymous No. 882473

>>880303
Blender has always been shitty with its UI, they always seem to go one step forward, 10 steps sideways, why can't they just make up their minds already.

Anonymous No. 882487

>>878492
Once you learn the basics of navigating and creating simple shit, time to pick something you wanna make and try making it as best as you can. Something that isn't too easy or too hard, preferably from real life because there is a lot of references. Following tutorials and making a 1:1 replica of whatever they were making is a waste of fucking time. A brainless activity of copy pasting actions. 3D modelling is about problem solving mostly, so you gotta do your own shit using the techniques you learned in the tutorials.
>topology
Comes with practice. Look at the people who make good shit and check their topology. There aren't that many ways of doing things, so it'll just make sense one day.
>content
Arrimus/Elementza are very good for topology and general modelling problem solving. They'll cover you for like 95% of your needs. Generally I don't think paying for hard surface modelling tutorials is necessary once you get the basics down. The workflow is the same for making pretty much anything, you just gotta put in the work now.

>>880282
>>880296
Nice bait.

Anonymous No. 882691

>>878492
3 years of film school.

Anonymous No. 887547

bump

Anonymous No. 887562

>>878492
I went to art school (3 years), and I can say that knowing how to draw helps, especially if you can draw the topology out. Drawing and 3D modelling have a lot of interdisciplinary skills. Once you reach a certain level, all you have to do to improve is just to observe your surroundings, and trying to draw/topo the object in your head. Observation also helps in animation. Less whining on time-wasting forums full of noobies, more working 16/7. Good luck, and don't put anime on your portfolio.

Anonymous No. 887570

>>878492
I've pirated over 200 gigs worth of torrents. (That's not a lot to be honest) It depends on what I'm trying to learn. Probably 150 gigs of Blender, C4D, Maya, and Unreal Engine basics. Then I have advanced AE, PS, Illustrator, and Premiere tuts. It really just depends on what I need to learn and what is considered necessary. I pirate as I go really.

Anonymous No. 887695

>>878498
is it possible to translate the donut series to other programs? i'd like to try it out in 3ds max since i've got a free license while at uni, but idk how much the specificities of blender will transfer over

Anonymous No. 887700

>>887570
show your work hoarder

Anonymous No. 887721

>>887695
Uh, what? What the fuck are you even talking about? Just look on youtube for "for beginners" tutorials jesus christ

Anonymous No. 887728

>>887721
lmao kill yourself

Anonymous No. 887739

>>878492
by doing stuff and coming up with your own solutions (and then randomly discovering that there's a way to do the same thing that's five times faster by browsing the internet one week later)

Anonymous No. 887795

>>887728
Seeth and cope rookiefag

Anonymous No. 888064

>>887695
Im been using 3dmax since 1997 and letme give you an advise
Just learn the basics, modeling, unwrap uv, and some modifiers then go and migrate to blender

Anonymous No. 888065

>>888064
why would you want to unrwap in blender you senile old man. Do you have dementia?

Anonymous No. 888072

>>888065
That is up to him

Anonymous No. 888080

>>880300
Just in case, there's a Blender fork focused on "better" UI, it's called Bforartists

Anonymous No. 888088

>>888080
putting "better" in quotation marks is the right thing to do, because it isn't better. This fork is a remnant of the old days when Blenders UI was cursed and it actually made a huge difference.

Anonymous No. 890081

>>878492
Observation of things around you
And familiarity with the tools in whatever program you’re using

Anonymous No. 890082

>>878505
Different models use different topology
Static models topology describes the form
Topology in deforming models like animated characters describes the form but also facilitates good deformations

Anonymous No. 890084

>>880292
Can you list the fundamentals you believe are important

Anonymous No. 891263

>>878492
keep learning sir is good for the school I go too but i was there he say no maybe when I will, what's all this stuff i like youtube so yes I say so. NJPK2