yeah which tasks in 3d art do you find most difficult. Personally I find modelling or more specifically sculpting the hardest thing, with texturing the fun part.
I am starting to think the reason that sculpting is hard for me is that I find the viewports hard to read, unlike 3dsmax which reads fine for me.
Odd though as most people find modelling/sculpting easy and texturing hard.
I can do 'some' nice sculpts , but I don't find it easy at all and at times just no fun.
I just wonder if everyone else spends hours fiddling about or is that part of the process.
Animation is tough also, I always thought it would be great to get in to , but it baffles me on the whole.
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Also, lighting... I really like the process, but I can never really seem to make it work good enough.
Non-3d art, I think I struggle with trying to do too much... take being a indie dev wannabe for example. Art, programming, music, game design, marketing, business... I must be insane.
I guess that the reason people usually find texturing and animation the hardest is because it's usually the steps they rush or skip when creating characters. Most time is spent on modelling, texturing is rushed because people usually want to finish the character and the animation is entirely skipped because people probably are too tired of the character and just want to make a new one by then. Animation is a whole other deal too, which many aren't aware of.
I find some of the hardest parts to be the most fun parts too because they're simply challenging. During my latest projects things have taken more time but then I realised that it was because I was doing it the right way. Making a lowpoly without losing valuable details and such is pretty hard in my opinion. Anatomy is a b*tch too. :S
Same here
I just need to do it more to get over the crazy zbrush interface. Its just so much of a chore to battle with every time, it sucks all joy from the project. They feel the need to cook up crazy new bat shit insane tools and menus that are replacements and work around for problems the 3D graphics industry already solved a decade ago and as become "standard" in many apps since.
I haven't tried out the newer versions of mudbox so that might also solve my problem. I get around in sculptris ok and I like the adaptive tessellation but it lacks a lot of core functionality that would make it actually useful.
I love modeling, I love unwrapping. Texturing isn't an issue most of the time unless it calls for something painterly, then I struggle a bit but its a ton of fun.
but i suppose it's mainly a consequence of not spending time on that stuff and working on texturing skills instead.
For example, one a single character model, I can spend upwards of 4-8 hours a day, for about a week try everything I can to make a flawless Normal Map.
Half of the time, the fecker still looks like a turd.
+2. And shading when doing non-game res stuff.
Ditto...
Ditto. Love modeling, unwrap, texturing. I just don't care for ZBrush's interface.
and concepting items, im not a concept artist so when I have to invent someone of my own it can be a real bitch ha
Also, unwrapping. There are just so many good ways to unwrap one piece, sometimes I spend foreverrrr trying to decide which is the best way! And let's say I have 20 of these pieces . . .
Just look at it as a playing Tetris. You have to rotate/move pieces and sometimes scale and get them locked in as close/best u can. Thinking of it as a game helps make it more fun, and also makes me try and do it faster.
But it's the unwrapping that's kinda torturous for me lol
Another thing I struggle with is focusing too much on the small details. I have to make an effort to step back and then tell myself "What the hell are you doing? Why are you spending time sculpting that molar? Nobody's going to see it!" :P
Hahaha I do this too xD