I've been digging through what I can to try and avoid posting this thread and although I probably have used the wrong search terms, I couldn't find an answer to my question;
Where does a complete beginner... begin?
What software should I be trying to learn to start with? Maya, 3DS, Mudbox or something else?
Is there a glossary of all the acronyms and terminology anywhere?
How are files structured and imported/exported?
What should I be doing when I begin?
I have no background in 3D at all; no industry or education connection and the interest is fairly recent. If anyone would be willing to help me out it would be much appreciated; I'm quite happy to have this conversation in PM if this thread would be cluttering the forum unnecessarily but I don't even know who to talk to, heh.
Thanks for your time guys
Replies
The Polycount Wiki would probably the be best glossary for you. Check out videos from Gnomon, Eat3D, 3DMotive, and various Youtube videos.
The structuring of files varies. There isn't any standard way to do it(until you get a job at a studio). I load stuff from my desktop, Dropbox, or jump-drive all the time, since I move between multiple computers on a daily basis. As long as you have all of the files you're working with, it doesn't matter how they're set-up. Once you get to working in an engine, then it gets a little messy with all of the textures.
Also, read Polycount threads every day. I've learned so much just by reading about people's progress.
Also check eat3d.com with some of their free tutorials.
Edit:
Another link I would recommend is PixelBaln (Youtube), got some great Maya tutorials (create Rolex watch, racing car, tire tread), however some of the tutorials may not be completed.
TheNewBoston has also got a series of 3DS Max and UDK tutorials.
From there, most people learn via straight practice. Do a model a week, it doesn't have to be anything elaborate. You'll pick up a trick here and there online, but most of it is learned through problems you encounter with your own work.
In terms of tutorials, a good place to start for something simple would be Digital Tutors, they do some good beginner kits and give pretty straightforward explanations for someone starting off. You could also check out Vertex which is free, but might be a little advanced for someone with not much experience - although it would at least give you some idea of what you'll be able to do later on Good luck!
Other than that you should just practice and hang around Polycount. Finding artists who create work you enjoy is a huge motivator (at least to me) as it gives you something to strive for.
Anyway, the first response in this thread is good. Here's how I got into 3D and some advice: Personally I started out using a game engine (CryEngine2 back in 2007). Using pre-existing objects built levels, took it step by step and eventually mastered CryEngine.
I wanted to develop since I think having 3D as part of your skill set is important in this industry. Having a really hard time to get into 3DS Max, I eventually joined a school since I figured I might as well try and maybe be inspired by classmates. We have an amazing teacher and I've learnt so much (Maya) since I started. So there's that. Go to school. I bet most people in here are against it but I really needed the push and it helped me a lot. But remember, it's not gonna happen if you're not really into this. We got a lot of first year students who just seem to waste our teacher's time because of their lack of interest. By interest I mean sitting at home and watch tutorials basically whenever you have some spare time. 3D Motive, Eat3D and YouTube videos as mentioned above. Also check out Vertex (dammit, also posted above ^^). Really worth the read. These are all some extremely good resources if you can't go to school. Even if you go to school to learn 3D you definitely shouldn't miss these.
If you even start a project early on - START SOMETHING SMALL! I can't stress this enough. Having ambition is great but it's easy to be overwhelmed so start something simple. Model your desk and some stuff placed on it, then take it further and further.
If you go for Maya, here's a few YT channels I recommend:
- deepfriedectoplasm
Not so much game art or modeling, mostly cool stuff with Maya so you can get a feel for it.
- 3dmotiveHD
3D Motive's channel. Cool tips and tricks, they're not Maya exclusive though.
- Maya Beginner Basics - Part 1/10
WorldOfLevelDesign. Definitely worth checking out as a beginner.
- Pixelbahn
Lots of Maya tutorials focusing on HP modeling mainly. Very good stuff if you want to keep your mind of game art and texturing for now.
That's all I can think of, it's pretty late so maybe I can think of something else tomorrow. Best of luck!
This is exactly what I was thinking. Work out what you want to do or where you want to be in 2 or 5 years time. Let us know, then people can advise you better.
But if you don't know....well then...
This is the best smiley ever > :poly142:
Really, I don't have a plan as such. It's another skill I'd like to develop while I have the time; I learned Photoshop for similar reasons a couple of years ago.
My initial interest comes from playing Skyrim and Dota 2, which both heavily support player-made content, and wanting to be a part of the modding community in future, I guess.
I'm also an amateur writer with an overactive imagination, so I'd like to see some of my ideas come to be in a more... solid form. Being able to model the creatures and characters from my world would be an invaluable tool.
Edit: @Brygel - thank you for those links - will check them out when I have time.
I get your point, but how are they supposed to know exactly what they want to do when they've never even created a cube in 3D? Sure you can have a vague idea, but trying to create a character when you've never touched a 3D app is ambitious to say the least.
I think learn the fundamentals, get to grips with modeling basics and tools. Try different mediums, hard surface modeling, digital sculpting in Zbrush or Mudbox, etc. Find out where your strength is, what puts fire in your belly! After a certain level of understanding of the software is gained, that person can then start to consider what path they want to go down, e.g. "Well, I really liked the digital sculpting and have a passion for character art, maybe I'll try a simple character" or "I want to try and be badass at everything, so I'm going to just be a generalist" etc.
Other then that. Use google video search so you get results from all kinds of video website and not just youtube and just try it all out until you find what you prefer most. You can also look for livestreams here and there. There are a couple of them and it's pretty fun to see someone work on a model from start to finish without any timelaps etc.
Aside that i agree with TeriyakiStyle.
I think its a good start to realize what did you inspire, what would you change or do it your self. (could be a book, a painting, didnt have to be a game )
1. Read through the internet and Polycount wiki what are the common programs and where you get them
2. Think about some short goals - whats your field of interest ?
(a weapon in cs or skyrim ? a new map ? a whole new charackter in quake ? )
3. Do it - beside search for tutorials for that direction.
4. I found myself doing tutorials at first over and over agian, but i think, simply to start and do some stuff for your self and search for solutions on "your" problems are even better.
5. Dont get too complex - also a huge mistake i made - its good to know all the common tools and workflows - but sometimes i found myself with learning a ton of tools instead to begin with just one or two and DO SOMETHING.
6. Get in touch with other people - join mod groups, noob groups , challenges etc.
6. Collecting underpants
7. ..
8. Profit.
//edit: a last thing - its never bad to invest money in your education - you can get everything for free - but its never bad to pay for good vids and stuff that helps you out - just my 2 cents. (like 3dmotive/ digital tutors .. etc.)
I'm a total beginner too and just jumping in with this month's challenge now that I have a basic sense of Maya's UI (just opening it was nearly enough to put me off).
I'm finding it really helpful just looking up tutorials on how people are solving things, half the battle is knowing what you have to read up on, I think.