Hello People,
Hope everyone is doing well,
I would like someone to please create a roadmap for me, as we know there are a vast amount of tutorials available on the internet. I am literally getting confused about which one to follow so I proceed to my end goal.
I would like you to mention the tutorials, that are teaching hard surface modeling, but also keep in mind that I want to practice and learn tools that can help me to create things that are shown in the below portfolios examples.
Information about my 3d software preference: Blender, although I know 3d rules pretty much apply to every software. ( i think so )
I have currently completed a basic blender course.
My end goal is to create Hard Surface Models of Music equipment, such as Synthesizers, Drum Machines, Pianos, Keyboards, Rack modules, Reel machines Etc and would like to create GUI for Audio Plugins companies, for example, Native Instruments, Arturia, Softube, Waves, etc. )
Here are a few portfolio examples of the people who are already making such designs:
( Note: This is not a promotion, I am posting these to give you an idea about the design that I want to make, I am not associated with these people )
Replies
Damn no one commented yet?
No replies because you are asking too vague of a question.
My advice:
Don't focus on tools and techniques, just focus on completing projects.
A project will present you with specific problems to solve. If you don't know how to get over a problem your project presents, you can explain the specific problems and then experts can tell you a good tool or method to overcome that problem.
There is no point trying to learn some "base of knowledge" that you expect will serve you for a career. Tech is constantly changing, and there is a billion ways you can specialize in a meaningful way. If you just work on projects and only tackle whatever specific problems arise one by one, you'll quickly get a sense for the typical methods used in 3d / digital art over and over.
I think purely academic learning is a slow, drawn out way that is more suited to profit-driven institutions than it is for results-focused doer's. The results you produce is only thing that has any value so any arbitrary knowledge you have which can't be measured by your library of work is useless.
It sounds like you have a clear focus on what sort of models you want to make. A more actionable question would be to diagram out how you plan to make one of these specific models, then somebody who knows a lot about that sort of thing might suggest alternative workflows, or verify that your plan is good.
The "How the fuck do I model this" thread is great place for that. Basically, using whatever skills you have now, you could get started and just go as far as you can until you either reach a milestone that you want judged by others, or find a serious pain point in your workflow. Then you'll have very specific questions that can more readily be answered, and you'll be able to implement specific suggestions and know right away if its helpful or not.
You can start learning basics with frankpolygon's blogs: https://www.artstation.com/frankpolygon/blog
I have a practice list: https://vinylobscura.notion.site/Hard-Surface-Practice-List-93f5135819eb4df494319fb79a82b6c4
It's just about practicing & getting help/feedback.
I also suggest watching every video of this channel: https://www.youtube.com/@GuerrillaCG
They explain fundamentals very very well.
The only thing I'll add, is maybe also think about starting a wip for feedback perhaps a bite sized project i.e musical instrument or amp...etc, basically something within your current ability to tackle all the way through too completion and as Alex mentioned, making mistakes is a fundamental self-teaching tool/aspect, in this game.
Thank you for providing the useful :) links.
Thank you for providing genuine advice)) I ll get started working on the projects!