OK, here's my history with 3D.
Back in 1994 I started teaching myself 3DS DOS. Then I gave up because I couldn't fathom how to use the tool properly. Then after I came to America at the age of 20 (in 1996). I briefly learned how to use Animation Master, while teaching myself how to use early version of MAX.
Then I swore of 3DCG, believing that I am not fit for technical stuff like that. And after more than a decade I finally saw the light. I found Modo, and started learning modeling with Modo last July. I stepped back after a couple of months because sub-D edge control is just beyond my understanding. Then I came back about...two weeks ago and I can understand it better. Looks like I missed a few basic things like beveling tricks.
I also dabbled with Zbrush, but I got frustrated for the obvious reason. Then I got interested in 3D Coat, which has some serious support from self-taught folks and concept artists.
I eventually settled with learning Modo, 3D Coat, and Substance Painter as main tools. My background is in F-ton of figure drawings, concept sketches, graphic novel, and designing mecha. (yes, I have a useless BFA for that.)
My goal is to integrate my designs with 3D modeling and texturing (and a dash of rigging which is still a herculean task) to create virtual vignettes and dioramas, to see if I can find a job in LA area. I am thinking about learning Unreal EVENTUALLY because I contemplate on making turnable vignettes. Some folks already do that and I love what they do. And I wish I can do that as well.
But...some people frown that my choice of tools are not quite industry standard. I am aware of the problem, too. But Modo and 3D Coat feel pretty comfy to me. I just stare at Maya or MAX UI, not knowing what the heck I am looking at.
So...can you guys give me any input on this? Any kind of input, especially constructive ones will be greatly appreciated.
P.S. I am currently enrolled in an 'account builder' savings account at a local Korean-American bank. The target goal is $10,000 in 36 months and now I am in my third month. When the account reaches maturity I will invest the money in the software and hardware. It will be around 2019 so I don't know what will happen...
Replies
Do you not know Vitaly Bulgarov and Alexey Pyatov aka Karanak, who use Softimage and Sketchup respectively, for their 3d concepts?
In your self-teaching phase I wouldn't obsess on what tools you have but focus more on building and developing your design skills...if like you say you want to do 3d concepts. Even if you have ALL the tools now but weak in your portfolio, it's not a realistic expectation that some studio will hire you over somebody who demonstrably has better "eye" and samples for concepting.
Good luck!
As for software recommendations. I would say use whatever is used in the industry. I know nothing about the film industry. But for games either go with Maya or Max. From all the interviews I've been on. One Maya studio asked me what 3d package I used and I told them Maya. They were so happy and relieved. They literally were so happy. They would have high fived if they weren't on webcam.
Max studios that asked me what package I use were a bit disappointed and asked if I was willing to learn Max.
Don't be scared about using a new software. Everything seems super hard when you first try them. But after a few tutorials, you'll get used to them. The only problem now is you're always gonna compare everything to Modo. And complain about why every other 3d package can't compare to Modo. That's the nature of learning similar software.
These are the software I use most: Maya, Photoshop, Quixel suite, Substance Painter/Designer, Marmoset toolbag.
Oh and for purchasing. I would just use student versions or pirate copies. Really no point in wasting your money if you are just learning. That's what I did when I was a student. After being in the industry for nearly 3 years. I've only recently started to purchase licences.
And one more tip. You might wanna check out Mari for 3d texturing. They are mainly for film. Plus it works well with Modo since it's by the Foundry
The brief of a concept task might not require it, but being able to put together a quick 3d blockout once an overall design is well established is extremely useful if the client/production team requires tight orthos.
That said, 3d is certainly not needed for the actual creative/iterative design phase, simply because rough 2d drawings are an order of magnitude faster to do than any 3d task.
Either way ZBrush is very poorly suited for scene setup/management generally, it's alright if you are only doing character design.