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🧵 Untitled Thread

Anonymous No. 929132

How hard is it to learn 3D modelling if you don't come from an art background?

t. 28 years old tech worker

Anonymous No. 929136

>>929132
source for the pic?

Anonymous No. 929138

Why would you? You would be competing with younger/faster/poorer people from all over the world.

Anonymous No. 929144

>>929132
I learned it because art was too hard (never learned art fundamentals, am finally in the process of learning them now after several years in the industry).
People who say you need to draw to do 3d are obviously memeing, almost no one who does 3d in the industry can fucking draw because they all learned 3d instead.
The truth is, "art" skill can be split into two categories: the skill related to your medium, and your general knowledge of visual arts. In the realms of 2D vs 3D, that results in three sets you can pick up over time: general art skills, technical skills related to 3D, and technical skills related to 2D. The entry point is with either 2D or 3D skills, cause if you can't create an image by some kind of means, you obviously can't do any work on what goes *into* the image. But they're two separate paths to art mastery. A great 3D artist and a great 2D artist will both be able to produce good images, and they'll rely on the same fundamental rules of aesthetics and design, just executed via different mediums.
Do note that this means that coming from a trad art background, you would be able to make great images faster cause you'd only have one set of skills left to learn rather than two (3D technical skills).

>>929138
Who cares? Getting to an AAA level only takes one to two years of focused study with the right materials and support, it doesn't really matter at which age you start.

Anonymous No. 929145

>>929144
No.

Anonymous No. 929149

>>929132
I started at 28 and now I'm 33 and still can't make any money on 3D. I also suck at setting realistic goals and breaking large challenges into smaller ones. And I spend way too much time on 4chan and other bullshit. Idk maybe you can do better if you are smart and have a plan.

Anonymous No. 929151

>>929132
Fuck off pedo

Anonymous No. 929157

>>929132
Source?

Anonymous No. 929165

>>929151
>>929157
The Duality of Man

Anonymous No. 929166

>>929165
Nothing I could find with that name

Anonymous No. 929169

>>929132
About a year or two to get good enough

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Anonymous No. 929177

I learned Blender on the side of my full day job and i have learned a lot the last 3 years, but i would in no way say i'm good enough. It depends on what you want to make though, it's quite a different job to make a realistic interior scenes than to make a fully rigged 3D character for games. There's a big difference if you rely on premade props to build your scenes or you do every bit yourself. Sculpting, modeling, retopology, texturing, shading, rigging, composing, animation, simulation, scripting, all are different skills within 3D art and few people master all these very well. If you want to be great at all this you would have to be very dedicated and spend most your time focused on this just to keep yourself updated with the development of 3D software.
The more realistic goal would be to find out which of these skills you want to be good at and start from there.
Personally i ended up spending much time on learning how to make animatable characters and i have found that topology is the most important aspect of this niche. You can make a character look amazing on a still photo with shitty topology, but once you start posing this character it will look like shit. I have probably about 50 attempts of retopology before i started to get it right, but then i rigged the character and it would still look like shit when posing it. At first i thought it was my rigging that was the problem, but then i realized it was actually the topology which i thought was good enough. So i had to go back to the drawing table and figure out exactly what i did wrong. After many more attempts i started to see how the topology and rig works together.
I still have a long way to say i master retopology, but i'm way ahead of the guy that only makes interior renders.

Anonymous No. 929431

>>929177
This is fucking terrible

Anonymous No. 929437

>>929132
completely depends on what you want to make. if you want to make character art and shit you need to have some artistic talent regardless of where it comes from, you have to know how to make something that looks like shit into something that looks good.
if you just need to make utilitarian shit then it doesn't matter.

Anonymous No. 929439

>>929431
No, you're a towel.

Anonymous No. 929444

>>929136
>>929157
https://www.pixiv.net/users/40919181/artworks

Anonymous No. 929453

>>929132
>How hard is it to learn 3D modelling..

...modelling itself isnt that hard, grind tutorials, start with beginner stuff, after that you slowly get an idea whats up with 3d. then grind for specific subjects and when you have a somewhat solid foundation of the software you use, produce something that you have in mind, that involves everything you learned so far - nothing is more discuraging than endlessly searching for infos when you just want to do cool stuff, so learn it before you go serious!

the realy hard stuff is living beeings, humans, animals, everything even the most retard person can judge if its bad or good! grind, grind grind! learn anatomy, and when you learned it, learn it again, because, while modeling you need to know where what is! thats critical ...

...on the other hand, hardsurface, architecture, everyting that humans/extraterrestial lifeforms have build, is pretty simple compared to the above.

i know, many will start to screech, but, i recommend blender for your 3d journey! why, first, its free! just download it and you have a allround package you can learn every single aspect of 3d art/modeling and visual fx .. for zero bucks!
second, tutorials, blender has an allmost infinite amount of tutorials of everything the software is capable of, google it, "blender <version number> <subject>", or youtube, same!
community! they are the best, many people are on your powerlevel who love to share there intel, answering questions etc ... and for more specific stuff, the poweruser dont mind to share there intel to, as long its not some ordinary shit you could google in two seconds.

https://www.blender.org/
...and, last, stay away from "industry standard" software! especially the pirated stuff, its all infected aids shit!! and the userbase, especially the user of pirated "industry standard" software are arrogant pricks who sucks dicks in miles! ..kek!

Anonymous No. 929564

>>929453
wow that a cool advice...coming from a place full of faggots.

Anonymous No. 929598

>>929453
Where do I begin if I wanted to make 3d thicc waifus? I imagine a lot of anatomy but the thing that confuses me is where to start. Am I suppose to learn how to build a model from a cube or do I jump into sculpting? I'm guessing the first few things I make will be something simple and will turn out looking shit

I suppose I would eventually want to import it into a game engine so part of me thinks I should just skip sculpting. That part of blender looks complicated, as does everything else about blender but it's one less thing to worry about

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Anonymous No. 929676

>>929598
>i suppose i would eventually maybe kinda sort of eeeee
no no no no no. you're doing it wrong.
look nigger here's the thing, 3DCG is time-consuming as fuck even if you're good. everything just takes a long time to work out the details of and plan properly. so you need to have an idea of what the end goal is before you start aimlessly plowing ahead like a retard to your poorly-defined stupid goal.
do you want to make a model for a game engine? learn about game engines first. design your engine. then model the fucker accordingly.
do you just want to make pretty renders? then fuck the rules and make it as complicated as you want, using whatever tools you want.
it's not complicated but you just have to know what you want. have a design in mind. when you come to a point where your brain stops working on autopilot and you have to make a creative decision, access the memory receptors in your brain with the design you have in your head and use them as a reference. then work accordingly. sometimes there will be trial and error to find the best or most productive way of doing something. just keep at it. read documentation. do not watch tutorials. use common sense, do not "study anatomy" just look at fucking humans, look at your goddamn self if you have to. maybe draw some sketches to nail down the basic shapes of the character if you have the artistic flair for it. it doesn't have to be detailed, just get the basic things down so you know how the thing should flow in an aesthetic sense and how it's all put together.
idk what else to say honestly, maybe you just have to have an instinct for this shit. it's not really hard though. just keep bashing your nigger skull against the keyboard until something happens if you have to.

Anonymous No. 929765

It's nearly impossible. I have no education with art and realized my mistake.

Anonymous No. 929774

>>929132
depends what you mean by learn but its a few thousand hours to get professional so you should expect that to take several years. being 28 isnt a problem except it probably does limit your free time that you can dump into getting those hours

Anonymous No. 929777

I'm 30ish and I don't have a true art background since I failed at the start of my art degree and switch to computer science

To me 3D is actually a lot easier to get into if you just put in the time to research and try things and then even if you don't get very good with blender addons to crutch off of you would be surprised at what you can make with a few programs like Marvelous Designer, Substance Painter and brush packs, kitbash kits etc

Anonymous No. 929797

>>929132

Short answer is yes you can learn 3D without an art background but you`ll be wasting time not saving time. Your learning curve will progress at a slower pace and your results won`t be as good as you`d like because you`ll lack basic knowledge. There are few things more frustrating than practicing a lot without seeing any improvement. Trust me, take the time and learn the basics, it`s the best in the long run.

Anonymous No. 929801

>>929177
how can topology be so good for a character so fucking ugly

Anonymous No. 929806

>>929132
just wait for AI
it'll be here soon

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Anonymous No. 929825

>>929177
idk why you decided to go with those facial proportions

Anonymous No. 930081

>>929132
As a hobby or do you consider going pro?

Anonymous No. 932843

>>929453
That might be the most honest piece of advise I've ever seen

Anonymous No. 932849

>>929144
>People who say you need to draw to do 3d are obviously memeing, almost no one who does 3d in the industry can fucking draw because they all learned 3d instead.


Every single famous 3D artist out there can draw and have come from a 2D background. Fucking ask them.

There's a reason for this: timeframe.
When famous elite 3D artists started out they had no YouTube, no free software, no free tutorials, and no guidelines. If you wanted to pursue art the only path opened to you was 2D art by joining some art university or something. Essentially they were forced into learning 2D art, whether truly passionate about it or not.

Nowadays we have YT, free software, free pirated pro software, and tutorials galore. So the path to getting into 3D is straight, you don't have to get into art school or anything. However notice how poor the art has gotten over the years. There's a chasm of difference between the artistic style of Overwatch and Overwatch 2. So what happened? People skipped the 2D art step and now their 3D art is suffering.

Plus the purpose of school is to separate the wheat from the chaff (at least this was the case a long time ago, nowadays it's adult babysitting). So not everyone who joined a school to learn 2D graduated, and only out of those who graduated (i.e. actually had artistic ability) some eventually got into 3D. This weeding out process is not applicable anymore and every ngmi thinks that if they just watch one more Blender tutorial then they'll finally get a job.

>>929132
Why do you want to get into 3D art? If it's money then don't bother.

Anonymous No. 932879

>>932849
>There's a chasm of difference between the artistic style of Overwatch and Overwatch 2
Wait what? Do you have any examples? Isn't it, like, the same game, with the same characters and maps and some new ones? Are the new maps that different or what?

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Anonymous No. 932893

>>932879
I was thinking about character design. Never really played Overwatch but the artstyle is top tier. The best I've seen. The artstyle of Overwatch 2 characters... well... they're only marginally better than Fortnite.

And it's not as if there aren't people who can design characters just as well as the original Overwatch concept team but I guess they're the wrong color and gender.

pic related

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Anonymous No. 932914

>>929144
>People who say you need to draw to do 3d are obviously memeing, almost no one who does 3d in the industry can fucking draw because they all learned 3d instead.

You need to know forms and understand flows, doesn't mater if you can draw or not, but you need this, especially for character art or "organics", besides knowing anatomy.

If you can draw pic rel from any side it's enough drawing knowledge/experience.

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Anonymous No. 932916

>>929144
>People who say you need to draw to do 3d are obviously memeing
lmao what kind of retarded take it that anon? it's not a meme when there are benefits to it. More importantly, it opens way more doors for you. Imagine having a patreon schowcasing your 2d skills that makes more than your shitty 3d monkey job spitting retarded assets like weapons?

Anonymous No. 932933

>>932893
>the artstyle is top tier.
What?
The art style is generic as hell, - absolutely interchangeable.
The execution might be top, but the STYLE cannot be top tier if its so generic and unimaginative.

Anonymous No. 932944

>>932933
> generic and unimaginative

You must be a philistine.

The Overwatch artstyle is and was groundbreaking because after it came out there was a huge shift in the artworld where everyone mimicked the style. If you ever did any concept work you would have known. I would even say the Overwatch artstyle shift was on par with the Iron Man 1 (movie) shift.

Just by calling it "generic and unimaginative" proves my point because the artstyle became such a phenomenon that nowadays it's ubiquitous. FFS, people were making porn out of the characters even before the game was officially released.

Anonymous No. 932953

>>929132
>How hard is it to learn 3D modelling if you don't come from an art background?

I'm a system engineer in the medical field, mostly embedded software and electronics, with some desktop software too. Do 3D for my shitposting profitable youtube channel.

From a technical perspective, 3D is easy as fuck. After that, all is left is creativity and practice. Art background won't do you any favors as most artists are trash who are about to be displaced by AI.

Anonymous No. 932956

>>932944
>The Overwatch artstyle is and was groundbreaking because after it came out there was a huge shift in the artworld where everyone mimicked the style.
you must be young and new to video games

Anonymous No. 932966

>>929132
You don't need any artistic sense to learn 3D modeling, but if you don't have it, your 3D work may not be that great if it involves any kind of creative thinking.

Anonymous No. 932985

>>929132
Much depends what you intend to do with it. If you just model using references, you don't need a background in art, you're just copying what you see. it's easy to draw/paint from reference images too, "hyper realism", although impressive looking, only takes a year or two at most to master. But those who learn such methods cannot create from the imagination, that's why it's important to learn art fundamentals like construction, which doesn't necessarily require you to draw/paint, you can learn this stuff using 3D software too, but most learning sources will cater towards 2D work processes, so having a art background is an advantage in that regard as you most likely will have already learned it (unless you only draw using references as previously mentioned).

Learning just construction and form can be hugely beneficial. Other things like perspective can mostly be skipped.

Anonymous No. 933077

>>929132
several thousand hours of tedious work and having to tolerate extremely enraging foreign accents every time you look up a specific problem on youtube.

Anonymous No. 933163

>>932916
There are tons of people who make money with 2D, there are tons of people who make money with 3D. Theres even people who make money selling in asset stores. The only retard here is you.

Anonymous No. 933164

>>932944
LOL Blizzard didnt invent simple stylesed arstyles but they patented it with WOW. The reason was to make an artstyle that will look good no matter how old the game is by staying away from realisim and focusing on style. It became popular with WOW but many different games have done it before. Team Fortress, Nintendo, Pixar etc.

Now it has become a tired meme. Everybody is doing it. It seems like the Globohomo version of 3D with all the woke/"inclusiveness" just look how they turned soldier from a cool leader into an inneffective and gay old man just because he was white.

Anonymous No. 933171

>>933164
>Team Fortress
>thinking Overwatch and Team Fortress have the same artstyle

the life of a pleb must be a tough one...

Anonymous No. 933188

>>929132
its as hard as trying to learn anything else from the ground up. can be done, if you're determined and active about it.

Anonymous No. 933724

>>929132
I gotta be honest, anon: if you’re pursuing this as a side hobby or trying to do a side hustle for kicks, yes; but if you want to take it seriously and don’t have an eye for design or art, you’re gonna model things that 3D scanning and ai will do in the coming decade and piss your time away.

Think critically cause you’re nearing middle age and at that point you can’t fuck around. Good luck.

Anonymous No. 933750

>>929144
>People who say you need to draw to do 3d are obviously memeing
Only if you will do non organic modeling, but good luck modeling a humanoid character without knowing the correct volumes.

Anonymous No. 933786

>>933750
nah man, I do non-organic modelling exclusively, sketching out a design for an scifi machine/robot /weapon while on the bus/train is a great way to get ideas out fast and effectively, while also using my time effectively.
3d "Artists" who refuse to draw are just retards who let potential on the table for dumb reasons.

Anonymous No. 934625

>>929132
Here's how I see it. There are concepts that you would absolutely need that come from 2D. Things like anatomy, proportions, and knowing how to express volume. It's not like you would magically be able to model a beautiful figure in 3D without knowing how beautiful figures are done, and that knowledge comes from art.
However, this does not mean that you have to be an artist, because the bulk of artistic skill would be wasted on 3D. Things like mechanical skill (line control, etc), perspective, how light and shadow are drawn, being able to express 3D forms on a 2D plane convincingly - all of that would be worthless because you're sculpting instead of drawing.
Learn what makes organic things tick. Study anatomy books, practice drawing basic figures from basic angles. Don't bother learning how to draw things like complex poses and perspectives though, because you won't be drawing them.

Anonymous No. 934643

>>929132
I'm basically you but neet and 3 weeks in the future, been learning it to get over a breakup. It's way less daunting than it seems. Characters are an entirely different hell without experience drawing them though.

Anonymous No. 934951

>>932953
show your work then

Anonymous No. 935334

>>929676
Where is this gif from?

Anonymous No. 935762

>>932893
As if literally every single detail was carefully redesigned by the tranny to become uglier, ckunier and more generic.

Anonymous No. 935891

>>933750
>>932916
>>932914
>>932849
Dude was correct, you don't need to know how to draw to be a good 3d artist. Yes there are fundamentals that overlap with drawing, like volumes, color theory, negative space, etc but all those can be learned directly through 3d, completely bypassing 2d. I'm not saying being a 2d artist first isn't a plus, but it's not necessary. I can't draw for shit and am doing pretty alright as a character artist. Whoever told you you need to first learn how to draw to be a 3d artist lied to you

Anonymous No. 936254

>>935891
Character artist is the one and only part of 3d where i expected drawings to be necessary desu

Anonymous No. 936766

>>929151
Seethe roastie.

Niggers tongue my anus No. 936797

>>929132
20-40 min of practice a day and 1 day a week for general studies (tools or anatomy of some part of the body) you'll be in the top 20% in 3 months~

Anonymous No. 939813

>>929177
Ignore the niggers. Thanks for sharing, anon.

Anonymous No. 941851

>>929177
looks pretty good. Topology looks actually great.
Wonder how many hours a day or a weeks you practiced next to your job. I am spreading myselof thin and I'm afraid I have to focus on one skill... either 3D or 2D, as I do both currently.

Anonymous No. 941852

>>929676
>do you want to make a model for a game engine? learn about game engines first. design your engine. then model the fucker accordingly.

troll post

Anonymous No. 941853

>>932944
>The Overwatch artstyle is and was groundbreaking because after it came out there was a huge shift in the artworld where everyone mimicked the style.

The Overwatch style is not new, though. It followed a trend. It just intensified the already existing shift towards that style.