I want next year, summer or around this time to try to make a portfolio, so i can apply and to get some intern or entry level job as 3d modeler in one the studios in my town. I want to start with hard surface, and later to learn Anatomy.
My friend works there, and he told me that i can work as hard surface or/and character modeler.But because for modeling characters it is harder, and takes years to learn Anatomy, he advised me to learn and get a job as hard surface modeler, to start to earn some money.
But... i really want somehow to learn anatomy at the same time i model in Maya some props/assets (no idea if this is same thing). I am not sure how to manage my time with this.How much time to spend in hard surface modeling, how much time to spend in learning Anatomy?
Sorry for my bad English.
Replies
But just start! Study and do it.
That doesn't work like that, for characters you need to know both
Fair enough but it sounded more like he was leaning towards doing both env art and characters maybe pick between environment art or character art would be a better way of putting it.
I wonder if there's a collection of excuses somewhere.. excuses you can use if you are in need.. jk
this looks pretty interesting, thanks! Apparently.. this doesn't only apply to art.. but to pretty much everything in everyday life
Will study 12-14h a day.
I doubt that in a year you can do something good, but maybe you're a genius. There's just too much learning and practice involved. 2 years, sure.
Make a schedule. And stick to it. Like 4 hours a night (if you work during the day) to focus on anatomy.
Also compartmentalize things to help you digest it. I do that a lot when I'm learning stuff and it helps. So learn ear anatomy, then eye, nose, lips. After you can draw, model, and sculpt a proper ear, eye, whatever then put it all together. Do that with muscle groups like an arm next. Just keep going.
The stuff you make in the next 6-10 months are going to look horrible to you by month 12. And it should. I look at stuff I made in the past and just see flaws. That means your artistic eye is developing. Which is awesome. It's progress!
At the end of the day make a schedule start with small stuff to not overwhelm yourself and keep expanding. A year is a short timeframe to develop into a master but crazier things have happened and if you have the drive (and Red Bull) it might be possible. Good luck!
I'd maybe say '2 years' just out of the air for generic male & female anatomy from nothing.
Character artists kind of have to be all other types of game artist roles all in one. Most start off with the standard progression of game art; props > env > weapon/vehicle > char.
I started career wise as an env artist and moved into char as my folio progressed. Not to say everyone should, that's just what I did.
Be structured in your approach and also don't be too hard on yourself. You'll have to accept that things wont go the way you want to at points, but its those points that you learn the most from. Not just the problem itself but how you deal and approach it and to also help avoid other problems further along.
Weirdly learning is a learning experience in itself!
Apologies if I have repeated anything anyone has said
Then you/we need to know if you want to be a modeler, or a designer (=concept artist). While it is perfectly possible to wear both hats when working on personal projects, the reality of a studio job is different : you are either one or the other. So you need to ask yourself where you want to be. Now of course after a few years it is always possible to transition from one position to the other, and it can go both ways. It is also good to keep in mind that the duties of a concept artist can often involve some cool modeling tasks.
The tricky thing is that in order to be a good modeler focusing on executing on provided concepts, one needs to have a well trained artistic eye. If two artists apply to the same modeler position at a studio, the AD will probably hire the person with the most original portfolio pieces - even if the job in question is ultimately all about execution. So, just following modeling tutorials is not going to be enough. For instance if you want to become a modeler specialized in highpoly vehicles, your best bet would be to dedicate a few hours a week studying car design principles and filling up sketchbooks with studies of mechanical doodads.
Now if you want to become a designer, that is to say, someone creating his/her own designs and being paid to do so, your best bet is probably to shut off your computer for the duration of these 8 coming months and just fill up sketchbooks with traditional concept art and studies.
But at the end of the day, what matters the most is to do what you like the best. If you become good enough at anything, someone will hire you for it !
-Start a thread on polycount. or tumblr. or somewhere. Just post every day with your daily work.
-track your time on toggl.com and post your hours so you are saying, publicly, how much you worked toward your dream each day. Even if no one ever comments, that public posting is important.
Point is, do *whatever* you can to force yourself to be accountable, and you might find that you, well, become accountable. You'll also progress toward your goals.
Sure it does, if i didn't decide to do it i could be sculpting and organically modelling all my way to now. You do not have to know HS modelling, but it sure helps and gives you a broader foundation and therefore better chances for your job. But unless you work on Halo or a few of the other very scifi brands, the little HS modelling you need for fantasy stuff is neglectable, same for many stylized things.
sorry for the wall of text, maybe I don't understand you correctly
When people say hard surface modeling they usually mean subdivision modeling an object where surface smoothness and accuracy of shapes is important. Those are things where sub-d modeling with clean edgeloops and topology really counts and shines over traditional sculpting tools.
And that requires a different skillset, one character artists who aren't working on sci fi projects don't usually need because 99% of the armor pieces they'll be making will be handmade from hammered metal, not molded with precision and put together by machinery. Sculpting things like that out of a basic mesh is perfectly fine.
i guess we have a different understanding of HS modelling, and i agree modelling is a super important skill to have, but what i usually do for characters, sculptingmeshes, a button here a buckle there, maybe some armorplates.
But while you need to know modelling, there is a difference in the skill level needed between modelling this http://mr-necturus.com/shop/image/cache/data/Products/Props/3_Halberds/Halberds_preview_04-600x600.jpg and that http://www.lonewolf3d.com/images/M4/M4_GHOST_SD_Money.jpg
or lets use my own art and not someone elses, this is what i would call HS modelling http://cdn.artstation.rocks/p/assets/images/images/000/261/542/large/airborn-studios-halo-rogue-suit-highpoly.jpg
and this is mostly just super simple meshes created to sculpt on
http://polyphobia3d.deviantart.com/art/frenja-step-14-446774138
for HS you just need to be precise and patient, for organics you can be much sloppier
I recommend setting time for learning, where you follow along tutorials, and "playtime" where you practice what you currently know without the pressure of modelling or sculpting perfectly. How to play? Make 3d sketches. Show them in forums or just save them in your drive to record your efforts. More important is that you practice regularly and not just fill your head with theory. You do this long enough and have become better, you'll see that you might have enough decent samples to build a portfolio.
Helps if you can find a more experienced fellow learner or a generous mentor who can help you in your self-educational efforts.
Dont do this.
Do this.
I even still left you "you" time with that schedule.
Nice page
Artists tend to be temperamental sorts, it really is best to reevaluate yourself periodically to make sure your motivation can be built up and harnessed properly
I've been having some motivational issues recently, though mainly from working on one project for many months
In a situation like this it's hard to maintain your creative fuel as it just tends to ebb away the more you invest in the project regardless of your excitement or interest in it