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I'll be making comments here and there about everything I put up on the site or what I'm thinking or doing or feeling at the moment.



Tutorials or Roughing It


I have a question to all of the 3D modelers out there. When you first started creating original 3D models, did you use tutorials or did you figure it all out by yourself? If you did use tutorials, are you selling them or just giving them away? I'm still fairly new to 3D modeling (I've only been working with 3D models for just about 2 years off and on) and the first character that I created was a disaster, though lately I've been getting better at it and I'm still looking for that right method to create characters as well as other types of models. For the most part I've only gone by the tutorials to get the A to B to C while using my own blueprints as so I can create original characters in programs like 3ds Max, Maya, Blender, and Gmax. Though I don't have much experience with Maya (I only have the PLE 8.5 installed on my computer and I could use a lot of tutorials just to learn that program), I do have extensive experience with 3ds Max, Blender and Gmax (which for those who are familiar with it, its interface is similar to 3ds Max but without the rendering capability). I was just wondering as I get more experience with the software and the methods so I can model with only the blueprints as my guide. I welcome any and all comments. Thank you for reading.



Reader comments:

Specter Arts @ 11/8/2009 1:16 AM
I personally began without tutorials, as I felt that I needed to learn on my own in order to develop a general understanding of the topic. Although it was quite frustrating, as I was unfamiliar with the application, most of what I learned during this period was 3D development theory.

In time I felt the need to seek out tutorials which would familiarize me with the particular application. This need largely stemmed from insufficient knowledge of the application, not from a lack of understanding in regard to 3D development theory.

Tutorials can be useful, so long as they are clearly presented and deal fairly with the topic at hand. That said, most introductory tutorials help to familiarize you with the application. Just being familiar with a particular application is not enough to effectively express yourself in the 3D medium.

More advanced tutorials assume that you are already knowledgeable in a particular application and focus instead on 3D development theory. These more advanced tutorials will teach you the ins and outs of geometry and form development in a 3D space. Therefore tutorials which focus on technique are more valuable than application specific tutorials which have linear steps and objectives.

Overall the most important thing is to continually seek new information, be it tutorials, the work of others or general articles, ect. As with most arts, you learn 3D modeling best by observing reality, the work of others and applying these observations in constant practice. With each new modeling project, you are effectively adding to your inherent skill set and artistic capabilities. I believe that practice, as well as observation, is the key to properly understanding the basics of 3D development theory.

As for what became of most of my early works: I gave most of them away, essentially sowing them back into the communities which first sparked my interest in 3D modeling. Needless to say that from that point onward, I was confident that my work was of commercial quality and I have charged for 95% of my work since then.

A fairly good practice is to first offer some of your work as evaluation samples and place the better works out for sale. As you build your stock 3D portfolio you will eventually remove the early works and replace them with better, commercial versions.


Bublic @ 11/8/2009 3:07 AM
Anything that can help make your stuff better is OK. Tutorials, books, magazine articles, advices from friends. But nothing compares to hard work that leads to experience. My advice would be to choose a software (in my case it's the 3D Studio Max) and learn very well that program. It's better to be a master in something but a poor average in everything. And don't expect to create masterpieces from the beginning.


Thommy-g @ 11/8/2009 12:27 PM
Thank you for the advice. I'm hoping to get started up again later on today or tomorrow. I may leave Maya alone for a while and stick with what I know as far as applications are concerned which is 3ds Max (which I'll have to go up to the college to use as the trial for 2010 has expired), Gmax, and Blender and learn the theory more than the applications with the exception of Blender as I don't know how to unwrap or skin the bones. I'm still learning all three but I have either books or tutorials to help me out (or even worse case scenario, the help section of each program). Anyone else have any more advice?


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