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676985 No.676985 [Reply] [Original]

3d noob here interested in character design, how do i get started? which should should i learn first modeling or sculpting?

>> No.676986

Keep away from blender

>> No.676987


>> No.676991

>which should should i learn first modeling or sculpting?

>> No.676995

Yes Drawing.

>> No.676996



Ps imagine getting so butthurt that you remove a model viewer because you didn't like all the critiques you were getting.

>> No.676999

>Ps imagine getting so butthurt that you remove a model viewer because you didn't like all the critiques you were getting.
Are you talking about the model in OP? What happened?

>> No.677000

Drawing because you won't be able to sculpt until you learn to draw

>> No.677002

>can't draw
>can't model
>can't sculpt
>wants to get into one of the most skill-intensive areas in CG

Don't do character art unless it's just a hobby and you have a job to sustain you already. The competition is way too fierce, the market is flooded with people making lady sculpts already. If it is just a hobby, download a basemesh off of sketchfab or something, then play around with it in zbrush, try to doodle whatever character you want into it.

For a career path, I would advise tech art, it's high demand like programming and far less flooded than character art.

>> No.677009


She said people were ripping the model but it's not up on the internet anywhere. She also has a few other marmoset files on her artstation.

>> No.677012

I actually have the model from someone sharing it on /v/

>> No.677013

Don't listen to them and learn DAZ instead.

>> No.677014

Why bother even putting any effort in? Just use the Sims 3 to make characters.

>> No.677024

gibe pls

>> No.677025

Well I on the contrary know a lot of top artists who have poor/none skills in drawing. Maybe you know better but I would like to hear some opinions coming from pros rather than one sentence statement from anon.

>> No.677026

name 2

>> No.677033

workupload.com/file/DMK5FeKC here you go

>> No.677035


Cheers. Seeing that I wonder are you better off using multiple textures for marmoset viewer then. Mine always look like shit with just 1 4k.

>> No.677036

>bitter boomers
used to be true, but 3D at least automatically takes care of shading and perspective for you, perfectly so.
shape and proportions, on the other hand, are left up to you. develop an eye for it. it it looks off, it is. good luck

>> No.677042

A lot of fucking retarded meme answers here as usual.
I started with this: https://www.youtube.com/watch?v=DiIoWrOlIRw

It teaches you most of the basics in a very swift no-nonsense manner.
Stay far away from "Blenderguru" - He is slow and retarded and he doesn't teach you anything.

>> No.677045

Thank you, Anon.

>> No.677060

If you don't mind answering, what is tech art? Is it industrial design or .. ?

>> No.677070


Dudes who make artists jobs easier through his coding skills, making specialized plugins and the like

>> No.677074
File: 174 KB, 448x675, programmer-i-prefer-code-artisan.jpg [View same] [iqdb] [saucenao] [google] [report]

ugh...did you just assume my title?

>> No.677080
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You won't believe me but that's how I got job at Bethesda.

>> No.677081

It's people who bridge the gap between programming and art. Like anon said, they make tools to facilitate artist pipelines, and create custom shaders to achieve a certain look for the game. When there's no lighting or VFX specialist in-house, they may also be expected to flex into creating visual effects and tweaking the lighting in the scene to make sure everything runs smoothly.

Because it's an esoteric job that involves essentially a certain degree of specialty in both art and programming, it's a fairly complex job that's not often filled and in high demand.

>> No.677082

i can hear dopefish lol

>> No.677083

what are the basics you need to know before you can apply on the position

>> No.677086

No, those are technical directors/assistants. Technical artists focus on making art, but with heavy involvement of more computational, less "manual" methods, so to speak. Think of, say, writing a procedural recipe for creating dozens of landscape variations, instead of directly modeling one. They rely more on code-eye, than hand-eye coordination.

>> No.677089

I do believe it, actually.

>> No.677098

More texture tiles allow for greater texel density (texture pixels per rendered pixel). That's where the difference comes from. Even in this model, the textures could have more detail, but it's probably not intended for close-ups -- the Marmoset scene has a viewing distance restriction.

>> No.677102

>Mine always look like shit with just 1 4k
4k is just pixel resolution. There is a huge difference is quality between an 8bit 4k .jpg and a 32bit 4k .exr (and a huge difference in file size).

>> No.677120

Good luck is right you fuck. Learn drawing first and pick up something like photography to FUCKING understand light, framing, composition


>> No.677121

No plugin in the world can save your ass I you are one untalented wannabe artist

>> No.677127

Look up the three-point setup, read up a bit on the different lights in whatever software you have, look up references of what you want to do.

>framing and composition
Look up the rule of thirds, or even better, read up on the golden ratio. Look up different camera angles and what kinda shots they're typically used for in movies.

This should take you an afternoon. Then toss some assets onto a scene and do a render every day with those concepts. Ask for feedback, iterate until you get good.

There is ZERO NECESSITY to go hard on drawing and fucking photography of all things to teach people these very simple to pick up concepts. That's like taking a steamroller and a four-year course in heavy equipment to hammer down a nail.

>> No.677146

apparently according to polycount it varies depending on the company


my guess would be being getting good at coding and 3d modelling.

I mean, I'm just an arm chair "tech artist" I don't actually have any "industry experience" as this title, it's mostly to make my shit less tedious.

But I'd start with finding a problem and attempting to solve it. start with something small, not like a "laplacian smooth deform euler positor" modifier for 3ds max written in Assembly(all terms I am incredibly familiar with as a big brained boi)

>> No.677150

this is from i learned the first steeps https://3dtotal.com/tutorials/box-sets/joan-of-arc
you can do it whit any 3d modeling software, as you know the basics
from there is just keep practice

>> No.677151

By demonstration -- almost everything you see here is TD/TA work: https://www.youtube.com/watch?v=MIcUW9QFMLE

>> No.678812

>>676985 Blair went to my Uni, for starting characters you need to learn zbrush sculpting and anatomy. Also drawing is overrated. Even concepting is starting to become heavily 3D Flipped Normals have a ton of really good videos on the subject.

>> No.678813

Also if you are a complete 3D noob work on small props first to familiarise yourself to the 3d creation workflow. ChamferZone has some good videos to flow. https://www.youtube.com/watch?v=Y83FLL6TqF0&t=2554s

>> No.678821

>drawing is overrated
stopped reading here.

>> No.678823
File: 27 KB, 477x387, 1484507221501.png [View same] [iqdb] [saucenao] [google] [report]

for 3D artists, drawing IS overrated
the thing that drawing does for an artist is practice observations skills (shapes, proportions, negative spaces, lighting, etc.) and THAT is an absolute must for a 3D artist

>> No.678831

i've seen a fuckton of 2d artists that move over to 3d and are worse than when i started the only ones i've seen actually start off better are the ones who often practice with perspective and forms and really understand the objects their drawing from all sides

>> No.678832


Did you bang her.

>> No.678852

All credibility lost

Before I went into 3D I learned to paint classical way, airbrush and photography. But most older guys had that background anyway before going into digital media.
The way it was 30 years ago, but I would recommend to every artist.

>> No.678879
File: 126 KB, 676x871, correct.png [View same] [iqdb] [saucenao] [google] [report]

Literally Borderlands level of design.

>> No.678904

Asking the important questions.

>> No.678910

Sure is LARP around here

>> No.678926

Well and I would recommend having 10 years of practice in digital and then 1 more year of practice in digital. How's that different from having 10 years of experience with oils and pencil BEFORE moving to digital? I like traditional myself but for different reasons. I don't really think there are art fundamentals that are exclusively obtainable from drawing/painting.

>> No.681190

Just load up Zbrush and start playing while watching a few youtube tutorials. Don't listen to dumb boomers saying you need to learn how to draw or take a fucking photography class. They just want to delay and demotivate you.

>> No.681191

This, just be yourself. Look zbrush right in the eye and give it a firm handshake.

>> No.681193

Fuck off DAZlet

>> No.681210

anatomy, if you dont want to get angry everytime you look at somwthing you've made learn proper anatomy, but then go nuts on either, although for the industry modeling is far more important. also like other people have said 2d drawing is a great way to learn proportions and anatomy

>> No.681223

1. Get familiar with whatever 3d program you have by making a bunch of props like barrels, tables, tools and other hard surface models
2. Learn about Texturing, Material and Shading (physical based rendering) until your prop renders are realistic (VERY important to learn this early on, rendering is half of the product)
3. Once you can properly use your 3d program and know how to render shit, model a few Animals to get familiar with organic modeling
4. Now learn about anatomy of a human, make a few drawings of all parts of the male and female body to help your brain get a feeling of the correct shapes and dimensions of a human
5. Download existing 3d models of humans and study how they are done, especially the topology which is important for animation later
6. Get a 2d photo reference of a human in a T-Pose and make a model from it
7. Compare your human 3d model with other 3d models to gauge if you've done it right, keep repeating this step until your human model has a correct anatomical shape
8. If you reached this point, congratulations. All that's left is learn how to texture the model and delve into clothing and hair modeling/texturing.
Also, don't touch sculpting until you've modeled a human normally.

>> No.681335


>> No.681365

My experience was the other way round, I couldn't draw shit before I started sculpting. Learning anatomy was whole lot easier when I could mold the forms in 3d space without having to worry about perspective.

>> No.681695


>> No.681699

Same here. I've learned how to sculpt a pretty decent figure which has translated back to drawing.

>> No.682111

You opened my eyes anons. Thank you!

>> No.682755

What would a pro charge me to make a model of this caliber? Any idea?

>> No.682757

1200 USD

>> No.682796

Things changed, i am from a time when there was no sculpting, but id started with Zbrush, Mudbox and 3DCoat if i were you.
Character animation and best renderers, Maya. Polymodel, game models and architecture/interior renders, 3DS MAX, hands down. Living in a country were you can go to jail for piracy, Blender.

>> No.682844

1. learn how to draw human bodies
2. once you can do that, learn how to translate those shapes to 3D using relatively low-poly modelling
3. Once you have a feel for the human body as a 3D construct, you can start looking into scultping and learning the basic techniques

or you could just skip all that and make horrible garbage like the chumps on here

>> No.682871
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>> No.682883

Does it make sense to zbrush anime like models i. f they're super smooth and simple in form?

>> No.682887

search sakaki kaoru on youtube, hes zbrush artist featured on pixologic channel, pretty famous in zbrush community, and all he does is cute animu girls

>> No.682959

I was just about to try and rip this model, but seen she didn't have a 3d viewer of it anymore, does any one know if it's the same process for marmoset viewer as sketchfab?

>> No.682960

this is really well done. i like how if you pause the clip at almost any given time, it does look like an illustration. the swoosh even has white parts which obscure the model behind it, whic his a great detail when going for that comic/manga/anime style look

>> No.682963


>> No.682968

Mac FuckingRapeYou Tonight

>> No.682972

because of the crescent shaped head cmon man

>> No.686323

Its weird seeing this posted on here but Blair was in my year/class at university.

>> No.686326

>you'll never fuck her in Tifa cosplay

>> No.686329

Correct. I won't lmao.

>> No.686331

I thought that it's not possible to rip a model for personal use from a marmoset viewer file.

>> No.686338


My claim to fame is I went to uni with Magdalena Dadela. She was literally better than the teachers lol. Such a nice person too and no I didn't fuck her because she was chaste.

>> No.686356 [DELETED] 

>because she was chaste
Yea, that's what she said.

>> No.686385

Dang. I was hoping to plant the seed of desire in you, but I guess I failed.

>> No.686446

I was at the same uni too. Same year or?

>> No.686463

Just here to add a
to this.

>> No.686466

There're the advantages of being able to sketch before starting a sculpt, being able to draw references in order to mitigate the nuisances of sculpting a 3d object through a 2d image, and easy ortho study of forms.

The hardest aspect of getting good at drawing / sculpting (and painting / modeling / animating / all that, by extension), is learning how to read your own intent properly. What I mean by this, is that there will be a very big disconnect between what you're thinking about doing and what you end up doing if you aren't really very good at taking those ideas in your head and putting them to paper / clay. If I had to guess, I'd say this is 90% of the frustration new artists face, and why art is so challenging. Drawing (well) really forces you to pay attention to what you're trying to put on paper, precisely because there aren't any shortcuts or extra tools you have to consider. This will make you more attached to what you visualize, which will in turn boost your creative output.

If you decide to sculpt before drawing, chances are you'll get good, but you'll find it very hard to think of, and create, something new, because you'll be attached to techniques instead of to what you see within your mind. I think many people have that problem, and this is why originality seems to be at an all time low, because people aren't really used to being visually creative, and instead just change things in the paper itself until they get something they kinda like, as opposed to thinking something up and only then committing it to the medium.

It's kinda the difference between having an idea of what you want to draw (a dude with brown hair and a jacket), and having the actual image of the dude inside your head, ready to be put to paper.

This wasn't very coherent, but I cannot overstress the importance of visualization, and drawing is by far the best way to learn how to pay attention to your visualizations enough to put them to paper.

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