Looking for some help/advice from an artist
I'm a programmer, through and through. However, I love to see progress on the screen, and am so sick of using other people's pre-made models that I download from the internet to test my code.
So I looked into a few programs like max, maya, lightwave, blender, etc. These seem like the programs I would need to create characters, buildings, terrains, etc.
But most of the programs relied on a 2D image that was hand-drawn. Max, for example, uses 2D images to be traced in order to get the correct visual in 3D.
Then it hit me... I can't draw. Is there another way to create 3D models that look good, or do they all really have to be drawn out on paper first? If so, are there any books, classes, tutorials out there that might assist me in learning how to draw (not only do I have to learn how to model in 3D, but draw on paper as well!).
Any and all help would be appreciated. I am excited to start.
Thank you,
-Indy
Drawings aren't essential, but generally using some sort of reference is, particularly when learning. There are applications like Mudbox, Silo, and Zbrush that work more like you're working with clay, shaping it. Realize that photographs make for good references, too.
A lot of the introductory videos teach right off the bat to use reference planes to get you into good practice, not because you HAVE to.
A lot of the introductory videos teach right off the bat to use reference planes to get you into good practice, not because you HAVE to.
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter
As said, drawing skills are not essential, but I'd recommend using references even if you're experienced. It just makes the workflow all that much better.
-------------------------Only a fool claims himself an expert
Quote: It just makes the workflow all that much better.
And if the model turns out bad - you can always blame the unhelpful reference. :)
Quote: Original post by zer0wolf
Drawings aren't essential, but generally using some sort of reference is, particularly when learning. There are applications like Mudbox, Silo, and Zbrush that work more like you're working with clay, shaping it. Realize that photographs make for good references, too.
A lot of the introductory videos teach right off the bat to use reference planes to get you into good practice, not because you HAVE to.
Zbrush and Mudbox aren't exactly good for what he's looking for though since game studios only use those programs for normal maps and, if you want them to look good, are way to high poly to be supported in a program for testing.
Overall if you look at tutorials you don't exactly need to know how to draw. In fact many people will use real-life references from google or 3d.sk (its a website but it needs a subscription)
Drawing isn't really needed for 3d modeling at all and I generally don't use these guidelines when making something. But it's really all based on your workflow.
Drawing is techniqually something needed when getting a job as a texture artist but again you can easily use textures online and tweek them if its for a test model.
Quote: Original post by Shadownami92
Zbrush and Mudbox aren't exactly good for what he's looking for though since game studios only use those programs for normal maps and, if you want them to look good, are way to high poly to be supported in a program for testing.
Have you actually used Zbrush or Mudbox, or are you regurgitating stuff you've read on the internet? Zbrush would be pretty difficult to generate real time poly count meshes with reasonable topologies, but Mudbox in fact is actually capable. Mudbox is a Sub-D modeler, much like say Silo (which is fantastic user friendly modeler). In any case, I was pointing them out because the way you work with them may wind up being more intuitive to the OP. They're something else to look at.
Quote: Overall if you look at tutorials you don't exactly need to know how to draw. In fact many people will use real-life references from google or 3d.sk (its a website but it needs a subscription)
That works great for real stuff, but becomes a tad difficult if you're doing something fantastical.
Quote: Drawing isn't really needed for 3d modeling at all and I generally don't use these guidelines when making something. But it's really all based on your workflow.
It is needed for anyone who expects to work professionally. Hell, if you're a 3d "artist" who can't draw worth a lick, I wouldn't recommend you at all as a hire.
laziness is the foundation of efficiency | www.AdrianWalker.info | Adventures in Game Production | @zer0wolf - Twitter
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