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Help! I'm in art Purgatory, but I have no art...

Hello.

I been lurking on this forum quietly for sometime. After observing for long enough, I think you guys are best suited for my question. I'm a Blender (hobbyist? enthusiast?) yep I'm one of "those" ;) . What ever the title is, where you like what others are doing, but you cant do yourself lol. Anyways I been into this 3d modeling stuff in and out for a few months. With all the time has passed, I noticed I haven't done a single thing.


I am positive I fell into the "ohh shiny things" trap. Where I seen all of the hundreds and hundreds of tutorials available and try to watch as many as I could. Of course I got overwhelmed, and nearly got frightened away right then and there. So I decided to focus on tutorials that would show how to create specific objects and follow along, creating them. This worked out pretty well. Until I discovered that you have to be careful with these as you just end up “painting by numbers” and not actually learning a thing. Which is where I am right now. Later I find out, that just because someone has a tutorial doesn’t always mean they’re good. At least in the eyes of the “industry” when it comes to workflow.


That nearly took the wind out of my sails, but I guess limiting my focus would be a good start. So I know that I want to focus on getting not just good, but excellent at (hard-surface modeling) more specifically, sci-fi vehicles and Items for use in gaming. However there’s a dilemma, I cant draw worth a damn! With concept art being very important part of 3d modeling, I mean that’s the reference you use to create. To be honest though I’ve made a few thing or animations. It’s was all step by step. I hadn’t created anything original as of yet. Now im too scared to do so…


So now I’m trying to juggle finding hard-surface modeling info from reputable sources, and balance learning how to draw, then how to properly do concept art.


These threads certainly seem to relate. 

http://polycount.com/discussion/131593/fear-of-new-3d-shapes

http://polycount.com/discussion/94480/scared-to-post-work



TLDR: I wanna be good at making game assets, but I need to become good at 3d-modeling, to be good at modeling It would help being good at making concept art. Meanwhile I cant draw..





Replies

  • Torch
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    Torch interpolator
    Dude not to be unhelpful or come across douchey, but the quickest and simplest way to deal with this is to start creating and posting some of your assets for critique. Think about what you love, e.g. Environments, props, characters, etc. Look at artists already in the industry and do your best to reach that level. 

    1) Start a small project of your own, post on the 3D Art section and ask for tons of crit, improve and keep working
    2) Start getting some moolah for your work
    3) Stand upon the corpses of your vanquished foes and rejoice 
  • fearian
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    fearian greentooth
    It's definitely intimidating when you look at the wide spread of programs and disciplines that make up a "3d artist". I think we all have some program we've been putting off learning while we finish other work. "Oh I have to pickup marvelous designer", "I never got the hang of hard surface", "I need to learn rigging properly"... There's so much cool and useful stuff it's hard to pick it all up.

    Some people would say just specialise and dive deep into one field.

    I think a good approach is to use a new technique as the backbone of a *small* project and try not use what you already know for the rest. Like, "I'm going to rig someone elses character". Or "I'm going to make diorama using only modular texture sheets". Or, "I'm going to make a couple of props using cloth sim". Use a tutorial but once you get past the basics start on your own variation of it. 

    Every time you do this, you pick up a new skill and something for the folio. You don't have to worry about what you don't learn because your still learning something useful - and you don't need to know everything! :)
  • Swaggletooth
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    Swaggletooth polycounter lvl 5
    You've only been trying for a few months? I wouldn't sweat that at all.

    The best advice I can give is to settle on one thing you really like doing and stick with that. Hard surface modelling is a very good thing to aim for if that's what you like, just keep working at it and building your skills up.
    Whilst it's nice to do varied things I would advise against trying to dip your toes into too many different areas - branching out into concept art / etc is just going to slow down your skill refinement in [insert favourite field here].

    The best skill you can learn... is persistence ;)
  • AfroCenTech
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    You've only been trying for a few months? I wouldn't sweat that at all.

    The best advice I can give is to settle on one thing you really like doing and stick with that. Hard surface modelling is a very good thing to aim for if that's what you like, just keep working at it and building your skills up.
    Whilst it's nice to do varied things I would advise against trying to dip your toes into too many different areas - branching out into concept art / etc is just going to slow down your skill refinement in [insert favourite field here].

    The best skill you can learn... is persistence ;)


    But I cant do  models without a reference without a reference...can I?  I mean the thought of  trying to model just from my own memory I dunno lol . I mean sure I could model things like the imperial star-destroyer, but with so many other having already done it. I end up at this uncomfortable benchmark where if mine doesnt look 100% like theirs. I know i've done it wrong, and wouldn't even know why.   Probably overthinking it.

    Ive done models,  small projects, but never my own. 

    http://imgur.com/0rRn7Jv

    http://imgur.com/b5WuOBn

    https://gfycat.com/ForcefulAshamedBeardedcollie








  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    I've been at it for 2 years and I still need reference. Always spend time before a project gathering tons of reference pictures! And copying what other people are doing in a tutorial isn't a bad thing. Eventually you should be able to take off on your own.
  • JordanN
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    JordanN interpolator
    Why not learn to draw first?

    People seem to forget drawing is modeling. Well, not in the 100% literal sense but the knowledge you gain from drawing in perspective is the same as how you would model using 3D software.

    This is what I do for all my props. Sometimes when a reference is not enough, I manually draft out my own blueprints and it always looks the same as the final 3D object.


    This was drawn by hand.

  • samnwck
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    samnwck polycounter lvl 9
    You've only been trying for a few months? I wouldn't sweat that at all.

    The best advice I can give is to settle on one thing you really like doing and stick with that. Hard surface modelling is a very good thing to aim for if that's what you like, just keep working at it and building your skills up.
    Whilst it's nice to do varied things I would advise against trying to dip your toes into too many different areas - branching out into concept art / etc is just going to slow down your skill refinement in [insert favourite field here].

    The best skill you can learn... is persistence ;)


    But I cant do  models without a reference without a reference...can I?  I mean the thought of  trying to model just from my own memory I dunno lol . I mean sure I could model things like the imperial star-destroyer, but with so many other having already done it. I end up at this uncomfortable benchmark where if mine doesnt look 100% like theirs. I know i've done it wrong, and wouldn't even know why.   Probably overthinking it.

    Ive done models,  small projects, but never my own. 

    http://imgur.com/0rRn7Jv

    http://imgur.com/b5WuOBn

    https://gfycat.com/ForcefulAshamedBeardedcollie

    I think the point he was making was, don't make your own concepts use other peoples concept art or recreate from photography. Trying to become a high level concept artist and 3d artist is a recipe for stagnation because you can't fully devote yourself to one thing. 

    Start with small assets that you know you can complete with plenty of reference, something detailed enough to be worth doing to get the basics down of game asset creation.  Modeling, UV unwrapping, baking, and texturing. Then keep working yourself towards more detailed pieces. 

    Understand this, you will fail a lot, we've all been there (I literally just had a character I just stopped working on after a month of work because I didn't like how it was coming out). Don't expect to create a perfect star destroyer your first couple attempts. But I bet if you did one today and then you tried again in a year after practicing you'd see the difference, but even that one likely won't be perfect. Improvement is done in very small increments. 

    I was just listening to something where the guy was talking about how he had an instructor tell him "you have to do 10,000 bad sketches before you get to the good ones. So start getting them out of the way". So obviously, don't waste your time just doing throwaway things but always just apply yourself to trying to learn something new, and when you learn something new, learn to do it better then learn to do it faster. 
  • daniellooartist
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    daniellooartist polycounter lvl 11
    I would watch those paint by number videos. Once you are finished watching them, then watch videos about individual tools. The #1 most important thing, in my opinion, is establishing a workflow for yourself. That way modeling difficult shapes will feel more fluent and you'll feel like you have more control of your work. Most of the time new people make mistakes, overlooked mistakes are almost always caused by inconsistent or even flat out incorrect modeling practices.

    I would also read through this thread afterward if you have trouble creating certain shapes or you feel like you're "fighting edge loops"

    http://polycount.com/discussion/56014/how-the-f-do-i-model-this-reply-for-help-with-specific-shapes-post-attempt-before-asking

    One last thing. I would not pick up drawing to improve modeling skills. I used to draw and my drawing skills improved by my modeling skills did not. I talked to polycount about this before and the general consensus was that there is no cause and effect relationship between a 2D skill increase to a 3D skill increase.
  • Kevin Albers
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    Kevin Albers polycounter lvl 18
    Start modeling simple things in the real world: stuff you own, ideally stuff on your desk. Model a pen, or a glass, or a TV remote control. The simpler the object, the better. You will have 3D 'reference' right in your hand. 

    Don't stress too much about the results. You will quickly get better...trust me. Just keep making stuff.

    When you don't want to create something specific, play around! Make random 3D stuff....faces (i.e. triangles and quads, NOT human faces), curves, whatever. Just get used to using the tools you know about, and finding out how they function.

    It sounds like you are 'overscoping' too much...trying to do things that are frustratingly difficult at your level of experience. Try to avoid that. That habit will just make you hate your nice new hobby.
  • Swaggletooth
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    Swaggletooth polycounter lvl 5
    Basically what @samnwck said. Working from reference / concept art / blueprints is something most modellers do, it's extremely rare for someone to concept something themselves and then model it - there's a reason why concept artists are their own profession.

    Save yourself some trouble and work from someone else's concept or some other pre-existing thing. Plenty of people do that for their portfolios.
  • AfroCenTech
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    One last thing. I would not pick up drawing to improve modeling skills. I used to draw and my drawing skills improved by my modeling skills did not. I talked to polycount about this before and the general consensus was that there is no cause and effect relationship between a 2D skill increase to a 3D skill increase.


    strange, but glad to hear it on the drawing. I mean at the end of the day, because I do want to get into gaming, I really would like my own "flavor"   since you sure as heck cant use other peoples assets or ideas in your own game.  Not without paying them at least.  :pensive:

    Basically what @samnwck said. Working from reference / concept art / blueprints is something most modellers do, it's extremely rare for someone to concept something themselves and then model it - there's a reason why concept artists are their own profession.

    Save yourself some trouble and work from someone else's concept or some other pre-existing thing. Plenty of people do that for their portfolios.

    is that good tho for your portfolio (which btw looking at all you fancy artstation people, I really really want.   I dont want to get started on things where i end up seeing me modeling nothing but sports cars and firearms. Then get blindside by asking "now what have you made, that's creatively yours"   but from what I understand it will just come naturally after modeling the usual things.  Lord knows that what I hope you guys mean or else im already in trouble.  
    Start modeling simple things in the real world: stuff you own, ideally stuff on your desk. Model a pen, or a glass, or a TV remote control. The simpler the object, the better. You will have 3D 'reference' right in your hand. 

    Don't stress too much about the results. You will quickly get better...trust me. Just keep making stuff.

    When you don't want to create something specific, play around! Make random 3D stuff....faces (i.e. triangles and quads, NOT human faces), curves, whatever. Just get used to using the tools you know about, and finding out how they function.

    It sounds like you are 'overscoping' too much...trying to do things that are frustratingly difficult at your level of experience. Try to avoid that. That habit will just make you hate your nice new hobby.
    See that makes sense,  like the other posters mentioned, its  a volume sort of deal it sounds like.  what ever it is I do, i need to do till it feel natural.    Then again I just watched this video on boolean modeling.   it earned a blank stare from me if anything.  But I must press on.   I mean im comfortable as heck with the menus so far, and a fair amount of hotkeys. 

    Its the whole "Now get started" thing that sends shivers down my back. I watch the stuff and read up on it adamantly.  Then it feels like finals once its all over.  

  • samnwck
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    samnwck polycounter lvl 9
    Above all, learn to execute a model well, as you get better at that you'll start to add your own touches of flare, maybe a custom addon to a firearm or something, then as you get better you start to take more risks with your designs. 

    Using other peoples concepts is not frowned upon at all unless you're being paid for it without compensating the concept artist. Generally, once you get better and you want to do freestyle you still look at tons of reference, but you piece things together from a variety of references to make entirely new designs.

    Also, I'm in agreement with @daniellooartist about drawing, it really won't help you to become a better modeler. Unless you want to be concept artist... then have at it. Specialize a craft first, then you can become more well rounded.
  • sacboi
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    sacboi high dynamic range

    AfroCenTech said:

    I been lurking on this forum quietly for sometime. After observing for long enough, I think you guys are best suited for my question. I'm a Blender (hobbyist? enthusiast?) yep I'm one of "those" . What ever the title is, where you like what others are doing, but you cant do yourself lol. Anyways I been into this 3d modeling stuff in and out for a few months. With all the time has passed, I noticed I haven't done a single thing.

    I am positive I fell into the "ohh shiny things" trap. Where I seen all of the hundreds and hundreds of tutorials available and try to watch as many as I could. Of course I got overwhelmed, and nearly got frightened away right then and there. So I decided to focus on tutorials that would show how to create specific objects and follow along, creating them. This worked out pretty well. Until I discovered that you have to be careful with these as you just end up “painting by numbers” and not actually learning a thing. Which is where I am right now. Later I find out, that just because someone has a tutorial doesn’t always mean they’re good. At least in the eyes of the “industry” when it comes to workflow.  

    That nearly took the wind out of my sails, but I guess limiting my focus would be a good start. So I know that I want to focus on getting not just good, but excellent at (hard-surface modeling) more specifically, sci-fi vehicles and Items for use in gaming. However there’s a dilemma, I cant draw worth a damn! With concept art being very important part of 3d modeling, I mean that’s the reference you use to create. To be honest though I’ve made a few thing or animations. It’s was all step by step. I hadn’t created anything original as of yet. Now im too scared to do so…

    So now I’m trying to juggle finding hard-surface modeling info from reputable sources, and balance learning how to draw, then how to properly do concept art.         

    These threads certainly seem to relate. 

    http://polycount.com/discussion/131593/fear-of-new-3d-shapes

    http://polycount.com/discussion/94480/scared-to-post-work


    TLDR: I wanna be good at making game assets, but I need to become good at 3d-modeling, to be good at modeling It would help being good at making concept art. Meanwhile I cant draw..

    Working with any DCC package when starting out can be daunting alongside these days a wealth of instructional material on the Net too choose from, so not surprising many people become overwhelmed with the whole thing. Those 'paint-by-numbers'  tutes you'd mentioned are really the best way for a novice getting some sort of initial "idea" tackling a mechanical derived polygonal mesh from scratch however the trick is finding quality resources amongst the rubbish to begin with.

    I'm a self taught semi-pro hardsurface modeller by trade (part time freelancer VFX & Games dev) and similar to others here likewise been at it for quite a number of years though still tend too categorise myself as somewhat competent, well at the moment clients seem happy enough handing over hard earned cash for my wares. Anyway as I was saying optimised tutorial libraries are indeed few and far between but after a while through trial and error :/ you gradually build a repository so to speak of 'favourites'  here's a few I'd recommend, mostly specific too your app of choice:

    https://cgcookie.com/learn-blender/ (Paid - Experienced user & Pro Authored)

    https://cgmasters.net/ (Paid - Pro Authored)

    https://blenderartists.org/forum/ (Huge App Biased Forum)

    https://www.digitaltutors.com/11/index.php (Paid - Pro Authored) 

    Oh, I know that "yep I'm one of "those"  was I think said in jest because from my perspective as a long time user Blender is a powerful application, in my honest opinion progressed to a point where, dare I say rivals closed sourced industry spec apps popular among many regardless of background. Back in the day (2.4xx) versions had a rep for being a bit of a handful when I started working with it but now due to near constant refinement byway of trunk upgrades, user generated toolsets etc, etc morphed into a viable package, all told.  

    Now for example's sake a couple of cross posts via threads I'd contributed too on this site i.e. helping someone plus a personal project, merely refreshing skillsets after a time away doing CG stuff, which may also be useful illustrating the amount of commitment and perseverance mainly, so cut yourself a bit of slack as with anything creative will take time :)  

    http://http//polycount.com/discussion/184989/mini-cooper-classic-wip

    http://polycount.com/discussion/185941/sd-kfz-182-pz-kpfw-vi-ausf-b-koenigstiger-henschel-turret 

    Actually knowing how to draw or concept original content is not necessarily a must have creating digital objects, though if an career aspiration is in the offing sometime down the track, then yes I'd suggest delving deeper into the traditional artistic fundamentals its a highly competitive field out there nowadays. However at this stage focus on developing your skillset of interest.  

    Lastly work at your own pace, don't stress about a perceived timeframe towards proficiency. Tailor a sustainable self learning program for yourself and try sticking to it, other than that have FUN pointless exercise otherwise.  

    Cheers.

  • Chimp
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    Chimp interpolator
    never liked sitting through tutorials at all. I go to them and skip to exactly what I need to find out to continue, then get back to it. Prefer hands on learning. Anyway, why not just abandon them and just pick a piece of work you like and replicate it by eye.

    It's real easy to get caught up reading/watching everything first and not actually doing anything, i call it productive procrastination. You can read an entire library and get nothing done, or you can go to it for specific things and get a lot done.

    when you hit a wall, look up exactly what you need to learn and then keep going. At the end compare them and see where you fucked up, repeat, win. When you've studied it enough to be able to replicate it, take those skills and apply them to a piece of your own design, or another concept and solidify the skills doing that, then move on to the next hurdle.

     It will get you out of the productive-procrastination cycle. Being self driven will help you a lot. if that's what you're lacking, dump the tutorial crutches. 
  • Chimp
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    Chimp interpolator
    JordanN said:
     I manually draft out my own blueprints and it always looks the same as the final 3D object.


    This was drawn by hand.


  • Jonas Ronnegard
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    Jonas Ronnegard polycount sponsor
    I think tutorials can be good when you are totally new to any 3D software but other then that I would recommend to go through a project as you usually would in any software, search for tools and when you get stuck you can look up a fix for that certain problem, at least for me that helps me remember stuff better then a step to step tutorial. 
  • JordanN
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    JordanN interpolator
  • Chimp
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    Chimp interpolator
  • slosh
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    slosh hero character
    @JordanN:  I think the implication is you just finished saying you draw tons of stuff for your modeling by hand and then posted a drawing that was clearly not yours yet you failed to specify that.  Honest mistake...whatever, move on.

    As for OP, you are overthinking things WAY TOO MUCH.  Pick a concept, anyone's, just something that interests you, either credit the concept artists or ask for permission to use it, model it and post in here for crits.  After a few simple props, you will start learning at a much more accelerated rate.  
  • JordanN
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    JordanN interpolator
    The accusation I would take another person's art and not credit them for it I find to be slightly offensive. 

    I've been on this site for years, why would I just now try and claim someone else's art I thought was mine? Especially when I hold very strict standards about  following copyright regulations.
  • radiancef0rge
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    radiancef0rge ngon master
    I think this was just a misunderstanding. Let's all take a 
  • SpaceRogue
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    SpaceRogue polycounter lvl 3
    slosh said:

    As for OP, you are overthinking things WAY TOO MUCH.  Pick a concept, anyone's, just something that interests you, either credit the concept artists or ask for permission to use it, model it and post in here for crits.  After a few simple props, you will start learning at a much more accelerated rate.  

    This whole discussion should have been this and just this ^ 


    If you want concepts to work from Artstation is a great place, but dont forget Pinterest 
    https://www.pinterest.com/search/pins/?q=spaceship&rs=typed&term_meta[]=spaceship|typed
  • PixelMasher
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    PixelMasher veteran polycounter
    stop thinking and start doing. Like others have said, just pick a concept that speaks to you from the thousands of badass concept art posts on artstation and start executing.

    stop watching tutorials, looking for the silver bullet that is going to take you from a struggling beginner to a AAA level artist over night. If you consistently work hard and put out finished pieces, you will get there much faster than looking for some mythical secret workflow or technique.

    Just execute on the art as much as you can.

    I put a step by step post that will help anyone struggling succeed in this thread, its not super sexy or filled with tricks, but i gaurntee if you use this as your blueprint you will succeed.
    http://polycount.com/discussion/187282/advice-on-what-to-do-next-portfolio-resume-cv#latest
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