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Anonymous No. 878537

Which teacher of 3D modeling is the best artist? I don't want to learn from someone that sucks and not realize it until much later on, after having already ingrained his mediocre habits and thought patterns.

I feel like a lot of people in 3D are technicians first and artists second and I don't want to learn from a technician.

Anonymous No. 878545

>>878537
You'll never make it with that attitude, you don't become your teacher.
Anyone that is anyone in this can learn new things from any source and incorporate whatever information there is into their own voice.

If you're the kind of hack that is expecting to repeat the moves of your master step by step is gonna lead anywhere you're mistaken.
You've learnt nothing and soon as you're left to your own devices without instruction you'll be helpless.

Having a mentor is a bad idea. Rather learn from the community as a whole.
There is no one glove fits all approach to this, there are a number of gloves that all will fit different people at different stages of growth.

Anonymous No. 878554

Create your own steps, learn your own workflow. Without that, you're NGMI sorry.

Anonymous No. 878558

>>878545
>Having a mentor is a bad idea. Rather learn from the community as a whole.
It's strange though because this almost self-taught route of just collecting random bits of knowledge from all over and haphazardly throwing it together is seen as unfortunate in 2D art. Going to an atelier and having focused training is always seen as better than having a million different teachers in the 2D art world, so I don't understand why it would be different in the 3D art world, though maybe it is and I just don't understand. In my experience with 2D, 80% of the teachers are bad and will lead you astray.

The vibe that I get from the 3D community is that they approach art in a way that's more like how a programmer approaches programming, where whenever they don't know how to make something they just jury-rig it together with google searches, asking forums, etc, but with less of a focus on grinding fundies and not as much of a clear structured curriculum based approach.

Anonymous No. 878559

>>878558
Cry about it.

Anonymous No. 878560

>>878558
>what do you mean I have to learn by making things that I'm interested in? Why can't I grind vegetable still lifes for 3 years before I'm allowed to model a face

Anonymous No. 878561

3D is a trade

Anonymous No. 878563

>>878537
If they actually made a meaningful amount of money with their work, they wouldn't be teaching.

Anonymous No. 878564

>>878563
fr

Anonymous No. 878566

>Going to an atelier and having focused training is always seen as better than having a million different teachers in the 2D art world

That sounds like a notion someone looking to sell you something would like to have you believe.
In reality people that reach functional mastery, becoming the tip of the spear, in any field learns whatever works from whatever sources they have available.
In today's world where you have a endless library at your fingertips there is always stepping stones within reach for whatever direction you need to pivot.
If you're part of an expert community you can typically reach conclusions rapidly by just lurking your backlog and look what wisdom have been shared in the past.

You go to some studio and bow to your master and practice your the strict kata you're in the mindset of someone being someone elses student.
The longer it takes for you to surpass your master the more your master earns from you, this is the origin of the "McDojo" systems of training in any field.
Even if you find a real master to teach you often times these people end up with this weird relationship where they start to idolize
someone they really oughta attempt to eclipse as rapidly as possible.

If you instead observe many masters work from the side while thinking deeply about what it is about what they do that makes them masterful
you'll rapidly grow a toolset for how to approach and solve problems on your own instead of waiting for someone to come along and hand you an answer.

You'll be like the evil kung-fu monk that already know crane kick because you saw it once when you spied on master practicing in secret garden.
Only you're not evil because master was holding out on you and you filled in the blanks by the power of your own imagination.
So unshackle your own relentless human spirit that is ever poised to improvise, adapt, overcome and go blaze a path thru all them obstacles placed before you.

>Now, go. Learn, (also: RTFM twice).

Anonymous No. 878569

>>878537
>I feel like a lot of people in 3D are technicians first and artists second
All 3D artists who made it were artists first (knew how to draw) and then became technicians second.

Anonymous No. 878605

>>878569
Drawing has absolutely nothing to do with 3d

Anonymous No. 878607

>>878605
It has everything to do with 3D. Whether you judge the relationship or angles between a pair of verts/edges on a screen
or a pair of dots/lines on piece of paper is irrelevant to your brain, it's the exact same skill.
Understanding the relationships between shapes and extents of geometry is the same whether you sculpt/model or draw.
Know anything about either and you're primed to understand the others by default.

Unless I'm drawing something intentionally orthographic my brain is not in any sort of '2D mode' when I sit down with a pen and piece of paper.
I'm viewing a 3D space as if that paper surface was a screen depicting volumetric space from a fixed angle.
My brain is doing the exact same thing I'm doing while watching the window of my 3D editor on that 2D screen.

Anonymous No. 878652

>>878566
Good advice thanks.