My primary goal is to be a storyboard artist and possibly graphic novel artist on the side eventually.
I started learning Modo back in July 2015, but stopped doing it because I got easily disappointed. Now I am restarting my journey in 3D with Modo again and there's a lot of things I need to know.
Well, currently I decided to learn 3D as a hobby, nothing more. It would be really daunting to go for 3D as a professional, and Modo is not really an industry standard. My background is in traditional drawing, sketching, and graphic novels. And I happened to like mechas and mechs. (and vehicles and weapons, too.)
One thing that scared me off from learning 3D was all those examples of hard surface sub-D models from Technical Discussion section. They really crushed my spirit. And a few months later I decided to go back to 3D, strictly as a hobby. Rather than being anal-retentive I decide to have fun and use the tools as my toybox. And that's a real challenge for me who was brought up in a culture where failure is unaffordable.
Yeah, so my goal is to build up my skill level and start with small stuff like props and simpler weapons. Real-life firearms are damn near impossible to model. And looks like having fun with what I do is the toughest thing. Looks like I got so used to immediate results.
I gotta slow down and relax first. That's for sure. And I need a lot of tips and maxims of modeling.
Replies
I've been a Modo user since version 302. Personally, pure sub-d modelling is more suitable if you're doing product renders. Traditional poly modelling has a lower learning curve, and more efficient for game modelling (plus latest Modo versions have round edge shader feature - check official help docs if not familiar).
You don't have to model in sub-d just because you use Modo. Or if you favor sub-d look, much easier to polymodel til final looks and freeze sub-d cache to get a hipoly model.
Thanks. I believe that I eventually have to deal with digital sculpting, and I think I should start with 3D Coat and migrate to Zbrush later.
If your goal is to make game-engine ready, high performance 3D models, however, Modo is a fine option.
Migrating from 3D Coat to Zbrush (or the other way around) seems like a bit of a waste of time. They are somewhat similar, and when you switch to the other one you will have to learn a whole new interface. You might as well just skip 3D Coat and start using Zbrush (or skip Zbrush and just use 3D Coat).
Choice of software also relates to what sort of models you want to make. Zbrush can do hard surface stuff, but it excels at organic stuff. Modo (or Max or Maya etc) would be better if you want to make quick versions of architecture in order to render out perspective views of buildings, to use in storyboards etc.
So my choice of tools would be:Modo, 3D Coat, Substance Painter...plus maybe some intro to Unreal or Unity. The reason being why I am considering Unreal is that I want to build some virtual vignettes and dioramas eventually, strictly as a hobby.
Come to think of it, I wonder why CG didn't become huge among Japanese hobby scene. Modelmaking is a huge pastime for Japanese men and Gundam is really popular. CG should have been popular among them but somehow it's not a popular hobby at all, even with availability of Blender.
BTW, 3DCoat seems to be very unpopular among zbrush users. There's a certain level of contempt on 3DC by zbrush community. I chose 3DC anyway because I plan to stay hobbyist for a while and I don't plan to do super complex organic sculpting. ..
Anyways, just dropped in to say I hope you can find the fun in here somewhere.
I tried the same method before, and you have to plan ahead if it works or not.