3D Artist
So You Wanna be a 3D Artist?
The first overwhelming conundrum facing any beginner is that eternal question - what program should I begin with? The answer to this is pretty tricky. This is because every person is different, and has different ways of approaching things. While one artist may totally swear that the program they are using is the best, it might not necessarily be the ideal package for another artist.
Of course all programs have their advantages and disadvantages, but when it comes to the most popular of the mid-to high-end packages (I hate using the term "high end" but I guess people know what I mean by it), most of them are pretty much capable of the same things, which means that at the end of the day it really comes down to the individual artists themselves.
Someone who has no skills will not be able to produce anything of any worth, no matter how "good" the program they are using is.
Once you have grasped the basic fundamentals of 3D, you can always move to another package since the basic principles apply across the board.
Learning too many programs simultaneously when starting out will probably end up confusing you and will most likely end up with you taking far longer to get anywhere than if you choose to focus on a single piece of software to learn the fundamentals.
"This Program was used on that Film"
This is a very commonly-said thing on the internet and around school campuses, but it really is one of the worst things that anyone can use as a basis of deciding which software they should begin learning on.
The people who insist of using this bit of "logic" often tend to forget:
- that it takes a massive team of highly skilled and experienced artists to take the software and create anything seen in a blockbuster film like Lord of the Rings ;
- that the software used in films has (more often than not) been altered with many proprietary codes;
- And lastly, that many different software companies boast that their software was used on the same films (and often is - many large VFX houses use a number of packages to get their work done).
If you like 3Dmax stick with it. If you don’t try out other softwares and pick the one that suits you. There are more than enough choices for any beginner to choose from today than there has been 10 years ago. That brings me to my next point. Demos.
Trying out Demos
The best way, in my opinion, to figure out which program is best suited to you, is to try them out. Makes sense, doesn't it? These days, most of the popular packages have very cool demo versions available that allow you to explore every aspect that each package has to offer.
Since 3D programs are generally quite expensive, this also ensures that you won't spend an obscene amount of money on some program just because somebody recommended it to you, only to find out that you hate it.
Generally it is wise to always give things a whirl before handing over your cash. Try out all the programs that seem interesting to you, and see if any of them suit your style and workflow. Most demo versions come with tutorials (or links to tutorials) that you can use to explore the capabilities and toolset of the program.
Try out as many programs as you like - it never hurts to keep your horizons broad. Here are some of the most popular 3D packages professionals use.
- Softimage|XSI Experience
- Discreet 3D Studio MAX
- Alias Maya Personal Learning Edition
- Maxon Cinema 4D Demo
- Side Effects Houdini Apprentice
- Lightwave
Some of these demos have certain restrictions or limitations (often they watermark your renders (Maya PLC has watermarks.), which means that a small to medium-sized logo of the application will appear on all rendered images), but this is a small price to pay for the free use of the program, in my opinion.
All of these programs have great toolsets and any of them that you choose will be worth taking the time to learn if you are keen to develop some basic skills. And since they are all advanced packages, you're not likely to find yourself feeling frustrated after you have gone past the basic stage.
Which Program is the Easiest?
There is no absolutely cut-and-dry thing is "the easiest" program to learn because everyone has a totally different definition of what is easy and what is difficult. Different programs generally require different mindsets, and each one offers a slightly different toolset, some of which make certain tasks a little more efficient by providing you with more control, or by automating certain tasks for you.
Some programs may seem a little more complex at first than others. Maya, for example, has a lot more menus and things to click on than Max. It doesn't necessarily make the program harder as such, but it may make it seem a lot more intimidating at first. But in the end, there is no easy way to learn 3D. No matter which package you choose, you have a hard road of learning ahead of you.
Where can I find tutorials and learn the program I have chosen?
Start off with your software manual. Most programs come with manuals that are suitable for beginners - don't be afraid to read them. Many people are put off reading manuals because they feel that they are boring or might be too technical. Hogwash. Your manual was included in your software for a reason, so use it.
Lots of packages also come stocked with a horde of tutorials and other learning materials. Go through them! Tutorials are a great way to learn programs, especially if they explain why things work the way they do. Check your software documentation and discs to see if any learning material was included.
The internet offers a vast wealth of learning materials for software packages. Google is a great place to start. Using a search engine can yield great results that should keep you occupied for hours on end. Participate in online communities. These Sites are fantastic for getting help and for learning from the techniques and advice of others.
There are many other forums on the net that offer loads of information for all artists, both beginner and veteran alike. Don't be shy to register with some forums and ask questions, even if they seem a bit silly.
Many experienced and professional artists hang out on forums and are happy to share advice and help you with your learning process. The most popular one is CGTAlk. And For tutorials or VTMs (refer to previous post) head on over to 3DBuzz.com.
Take Some Initiative
It is very important to have initiative and tenacity if you wish to succeed in this field. If you encounter a problem, try a few things to solve it or read your manual to see if you can find the answer. Don't give up on something the moment it becomes difficult, or you will never get anywhere. If you never learn to take the initiative of working through problems, you will buckle under the stress.
Should I study for a Degree in CG?
Another hotly-contested and debated subject is that of education. Some people are really in favour of it, while others are deadset against it. In my opinion, nothing learned is ever a waste, and thus I am in favour of education myself. If you can afford to go to school, then go for it. The advantages to going to school far outweigh the disadvantages that some people claim.
Sure there are many people who are self-taught; who are fantastic artists, but not everybody has the discipline to push themselves at home to work hard at developing and improving their skills. A good school, on the other hand, will keep you challenged with constant assignments.
It is also very IMPORTANT to receive criticism for your work, and your instructors at school can provide insightful and constructive feedback to ensure that your work constantly improves.
Another good reason to go to school is that education can be an issue if you move to another country. The VFX and animation industry is one that is growing rapidly all over the globe, and many artists like to travel to other countries to go work in studios there.
Immigration officials are much more inclined to issue work permits to people who have formal education (this is a fact). In light of this, a qualification in the field could be essential in some cases.
However, in terms of actual studios, not many of them require a formal education. In most cases, experience and skill are the most important. As in Singapore your choices for CG School are very limited, if you are serious them you have to look abroad to get that education.
I would like to stress that a self-taught artist is in no way inferior to a schooled artist. My point here is that education can occasionally be an issue, and that if artists have the opportunity to study, it is something that they should definitely consider. Many artists will continue to learn on their own upon completion of their studies anyway.
How Long Does it Take to Get Good?
This is entirely up to you. Some people take a few years, some a few months. People learn and develop skills at different rates. Don't feel bad if you have been working at it for two years but aren't as good as some other people who has been working at it for the same time.
Everyone is different. While it is important to challenge yourself, remember not to jump in at the deep end too soon, as it will most likely only end in disappointment. Practice makes perfect.
What Defines Good Work?
An artist who takes pride in their work, is able to accept criticism, works hard at their skills and strives to constantly better themselves, generally produce good work. Watch some films with great VFX or play a game that has spectacular graphics, and compare your work to that.
Set yourself goals to achieve. Develop an attention to detail, and push yourself to create great looking stuff.
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