Hey everyone,
As a beginner I am really struggling with becoming overwhelmed when starting a project. I know I'm not the only one that struggles with this problem so if anyone could share any advice on how to overcome this that would be great. I have been a long time lerker but now I want to really get involved by posting my own work and helping others.
Thanks.
Replies
Don't forget to cry about it to your friends to receive emotional/mental support.
Good luck
Find a simple concept that you want to re-create. Or a simple real life object. I find that a lot of people try to design their own works at the start and they end up with work that is not as good as a result (speaking from experience...).
Seriously, your first project could be a hammer. The hammers head would give some experience with hard surface modeling but not overwhelm you. In addition, it has both a wooden texture and a metal texture to learn PBR with (or plastic and rubber depending on the model). Also, there is TONS of reference for hammers online.
Something that small may not seem like a lot, but you might find yourself working on it for a few months to get everything NAILED down and looking good. After that project is done, you'll know what mistakes you made in the process and how to fix them for a slightly bigger project. Repeat, repeat, etc.
In addition, do not try to do any sort of large project to begin. You will burn yourself out and not finish the project. It sounds really cool like, "I'm going to do this super cool environment and its gonna be BADASS." But you won't finish it and you'll be sad.
Edit: Adding to what SuperFranky is saying. For a Hammer, it would be.
1. Find refs of hammers that you want to model.
2. Model out the hammer (but REALLY make sure that all the proportions are spot on).
3. Build the low-poly model of the hammer
4. Do a lot of baking tests until you have a kickass normal map.
5. Start texturing in the software of your choice. You're going to need to learn about diffuse, spec, gloss, etc.
6. Maybe you need to create materials if you want to present in engine. Are you going to use Toolbag2, CE, UDK?
Learning this stuff isn't always as smooth and organic as many expected it to be.
As you complete each chunk, reward yourself with something.
Add hours,days,weeks,months and/or years of persistence and perspiration
...and your project will be completed.
While I agree with this, for a beginner, there a lot of frustrations that I think most of us overlook. E.g Why isn't my normal map making properly? That alone could take a week to fix. How do I do PBR properly? How do I fix problems in my hard surface model?
Overcoming frustration is good; however, having too much frustration in one project is setting yourself up for failure/burning out.
Once the beginner mistakes are out of the way, THEN move to something more ambitious as you will no longer run into as many beginner problems.
Something to think about..
Lets say you have 2 candidates. 1 with a HUGE scene that isn't very good and another with a small scene that looks amazing. The huge scene doesn't have good maps or textures and the assets as a whole aren't' very good. The smaller scene has more attention to detail and each individual asset looks good.
Which one is the company going to hire? What are the chances that a single person will do an entire environment themselves? It seems more likely that they will help make individual parts that make up a large scene.
Edit: Maybe I'm wrong but I really think starting with a large project is a huge mistake.
Edit 2: Just to clarify, this is targeted towards absolute beginners. Obviously larger scale projects make sense as you get quicker/better with the tools.
The better I understood the concept going in the easier it was to build.