for people who hate 3d modelling
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- Опубліковано 21 сер 2022
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One good thing that could have been covered as well is the audio side of game development as that's also a good avenue and route to take and still does classify as game art.
I bought 2 of your Courses yesterday for 100 € and now i cant even watch any of your Tutorials because your Website has a Gateaway time out error... im a big fan but this is not okay dude... you need to fix your website :/
>I hate 3d modeling
>tries vfx
>I love 3d modeling
For sure, VFX is most complex part in both film and game XD
@@lotusfilm1 busy studying houdini vfx and my god I love waiting 30 hours for my home pc to fail a bake on a sim that isnt even remotely finished xD
relatable ngl lmao
That's me. lol
Character development arc
I sincerely never thought someone could actually hate 3d modeling
Same here, I love it!
I hate it. I just like to create materials.lol
@Transistor Jump me too pls
@Transistor Jump what are your skills?
@Transistor Jump you do hard surface bro?
In big short:
-Modelling - sculpting the character and objects
-Texturing - painting the models
-VFX - particles and Megumin
-Animation - animating characters and objects
-Lightning - How light affects characters and scenery
Theres still shader artists, particle artists, technical artists, environment artists and prob a bunch im forgetting, too tired. Often artists are multidisciplinary though. It definitely helps to have an expertise and be well rounded.
what's megumin?
@@KRUSH-R Type "Megumin explosion"
Is rigging models part of the animation section or different?
@@avoidant560 it is part of the animation pipeline, however depending on how large the studio/company is, there can be people who only do rigging and no animation at all, the reason also for these different specializations is because the rig artist will know all the ins and outs of rigging and can help build procedural and complex systems, however this would also fall under technical artist work, having dedicated artists for certain specializations has it's pro's and cons
when I studied game art, modeling and especially sculpting was the most fun to me tbh
Where can I study game art lol
@Transistor Jump You can? Which kind of games have you worked on?
Yeah, i didnt know wtf he talking about. The problem i see is make your model moves and looks good in terms of color and lighting and all that software jazz (For games and other things), so though this video will talk about that aspect but nope, it's actually talking about the million software that everyone kinda hate it to make one things. XD
agree sculpting is so much fun.
looks like you found your passion, i have a friend who really enjoys sculpting but pretty much hates everything else (he can still do them), luckily enough im the opposite, so we got this bond of helping each other out in fields we're not that great in.
I feel you on this. I love modeling and texturing, but hate weight painting with a passion.
Nearly nobody enjoys every stage of the process, but there will always be someone who loves any individual aspect.
Yeah and nobody likes retopology
@@boitahaki I like retopo, it's relaxing to me. Is the time that it requires compared to the amount of satisfaction it gives that makes it so despicable, since you don't see how good it is but in a portfolio page
holy fuck weight painting is so annoying i feel you
most of the time blender's auto weightpaint is bad but i just roll with it hahahaa
i don't think anybody like weight painting
@Walz Random Stuff I use Instant Meshes and Quad Remesher but both of them have their own flaws. Sometimes you have to do an entire object manually or at least part of it. And its always very boring and time-consuming.
You forgot the most coveted positions- the Ideas guy. He sits around and tells people his ideas bc he knows how to make the best game ever
Pity nobody will hire him so we can finally get some good games to play.
Idk what you mean but I think ideas are a critical part of the game. Some people have shitty ideas and some people have great ideas… so you would need people on the team that have a solid process for coming up with ideas depending on technical, business, and other constraints. Most coders are terrible with ideas 😅 I do it all but ideas are the *Core* of the game.
People often attribute the "ideas guy/gal" to the designers, which is somewhat true. However, anybody can have ideas and communicate them, and its the designer's job to turn those ideas into tasks to be completed, and to solve problems when they arise.
isn't that just hte director?
I hated the idea of modeling for years until I realised that it's like drawing but in 3d and it changed everything to me.
Thats great but I can't draw lol 😂
opposite for me, I can't draw and I hated it until I realized it's nothing like drawing^^. drawing require precise hand coordination and a clear initial vision of what the end result will be. but 3D modelling (low poly, not sculpting which I hate too), is more about engineering topology and a good knowledge of the software tools and can be much more iterative.
@Muira Grey you can always use graphic tablet for sculpting
@Muira Grey I have ADHD as well!! I’m 24 years old and was diagnosed June 2022, most of my symptoms revolve around Time Blindness and Task Initiation. I’m gonna describe my journey to start acclimating to 3D, I’m also in uni for Product Design but it’s not this stuff.
For me, I started off in 2018 teaching myself Music Production (FL Studio, Ableton) from youtube and got a good sense of how to reach a Flow state within Creative Software.
3 years ago, I started translating what worked for me in DAWs (Digital Audio Workstation) into Adobe Photoshop and Illustrator (2D graphics, Graphic Design, logos).
Then, I finally made the jump to basic working knowledge of Blender about 18 months ago, but i haven’t been consistent.
Something I like doing is drawing on paper based on a prompt (briefbiz or random idea) and iterate on it (make a square frame Thumb length height x width to work in to not get overwhelmed by whole page. Label version ‘a)’ and keep experimenting from ideas.
Take pic with phone, put into Photoshop or Illustrator and mess around with it.
If making cool logo/vector art, export from Illustrator as .svg & import to Blender.
Make it cool in Blender, add basic lighting, material, background. Animate it revolving in a circle.
TIP: Always export an animation as Image Sequence, and then whatever video format. It’ll render frame by frame but make things so much easier especially when you have a busy scene.
I hope this helps, feel free to lmk feedback or interests, I want to connect with more Neurodivergent ppl who share interests :)
The main reason I enjoy modeling (despite only being a noob at it atm) is because I have the benefit of reusing my creations after the time and hard work spent on them
The joys of being a solo developer is that i had to do all these things myself
What games did u make, man?
ya I want to know to
Texture artists are a blessing bestowed upon us!
I love sculpting and 3D modelling, but I hate texturing with a passion!
I went to the comments to find and like this particular comment. I hate texturing too.
ai solves this
@@ClaimClam no, not entirely
after watching this respect of indie devlopers is 1000xx
1:33 '...withing the project's budget.' Thank you for that. As a TA Director I cannot say the many times the 'budget' part is forgotten.
I thought this video was going to try and convince me about the importance of 3d modeling (thankfully it wasn't haha) but it turned out to be a reminder of the skills I am missing and need to work on :)
Thanks for the amazing video, especially the mentioning of required tools and skills for each discipline!
Modeling is your Dad. You just got to understand it to love it.
Zbrush helped me fall in love with modeling, maybe try it.. Or don't. You're right, many different jobs in the game development pipeline.
After giving a hand at animation (this was about a decade ago) I never complained, that much, about 3D modeling again.
Nice vid, but I have to say it's a bit incorrect on the part of the texture artist. Indeed you can create textures from 2D software like Photoshop and illustrator, however, you still have to work with 3D modeling to make some adjustments, unwarp UVW maps, and bake textures with models.
Not to mention an huge part of the texture (normal maps) are done mostly by baking a 3d sculpture, so in this case the 3d 'modeler' is also the 'texturer'.
@@boitahaki Though I like to directly paint normal map and It can be pretty fast as there is no sculpting and baking required. There is a couple of good normal mapping color palette tutorial available.
In most cases the 3D modellers will supply you with correctly unwrapped assets, it definitely makes development faster. Using photoshop or something similar would be an old school workflow, direct painting and projecting onto the model like substance painter or armorpaint is a more conventional workflow these days.
Depends on the studio I suppose. I used to supply the texture artist with high and low poly models and fully unwrapped. Granted, she did have to fix UVs if they were crappy or whatever, but the vast majority of her time was in substance and photoshop. Typically I prefer the texturing side of things, 3D is for chumps :P
Best thing is to learn both and be happy 😃
Enthusiastically clicked on the video to find techniques and workflows to potentially make the process of 3D modeling easier, was instead told to get another job.
The way you explain this really gets me into it, i think i can be successful now in 3d modeling
Oddly I feel the reverse, I love 3d modeling but can't stand texturing my assets.
Same here. Its so frustrating seeing your model unfinished...
Maybe it depends on the software you use to create the textures.
I used to do my textures/materials only with Blender, and being used to drawing on Photoshop I found it really frustrating and unintuitive.
But learning to use substance painter is a real pleasure
@Transistor Jump I'm one of those weirdos that love UV unwrapping
@Transistor Jump what do you find difficult about it?
@Transistor Jump if u use blender, ever tried uv packmaster?
Always interesting to see how many different roles there can be for one part of a game.
I actually do really like 3d modelling, sculpting and animation. however I only just finished my second 3d project for my Game Art degree so we will see, maybe after 20 models I will change my mind
For me it's one of the best parts of the process. When you start with a cube but and up with thousands of polygons is the one of the best feeling ever
I've been modeling with blender for about 2 years on and off. Some shapes are less frustrating to work with than others. But I actually really enjoy the process.
The act of creating something that has more permanency than a thought, a concept or a memory, that people can enjoy forever, that can inspire and transport people that have not been born yet? I honestly didn’t think anyone existed that hated modeling….maybe UV or retopology or rigging….but modeling? That’s the easiest part.
Idk what should I do, I love all the subjects 😂
3d modeling, texturing, vfx, procedural stuff...
I love me some zbrushing, and I learned to love hard surface in polys - within reason. When I tried parametric modelling (cad) modelling, that made hard surface stuff super satisfying.
So you use Cad for all your Hard Surface now?
@@Glitch-Gremlin It depends on the piece and the target. If it's for games and part of a character, i'll prob do it in zmodeller. For mech keyboard stuff or skateboard obstacles, where dimensions and flexibility matter - and not topology or matching an organic surface - I'll go with Fusion.
I'm not great at modeling and I'm not great at animation but I do love the step in between them: rigging! Rigging technical artists are responsible for taking static models and making them animatable, either by an animator or by the game engine itself. Sometimes they're also responsible for setting up and maintaining rigged meshes in the game engine, keeping parity between the game engine version of it and the rig in animation software like Maya as the geometry, animation and textures get updated.
Becoming a rigging specialist is definitely worth it. There's quite some work for that actually.
i never dreamed that being an artist is 70 or 80 percent of the work!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
I have to say, I love pretty much everything there is to do in animation production.
I work at a small studio, and so while I'm primarily a character animator (I especially love hand drawn animation), I've been able to do everything from script writing to compositing.
I generally don't do absolutely everything for any particular project, but work with teammates on the various parts of the pipeline.
I haven't tried real-time game production yet, I am starting to learn Unreal to see if we can implement it into our pipeline as a renderer.
What about character riggers? 👀
I just watched ur video now and it was wat av been looking for bro..... thanks champ
You should make a video like this covering all the other major jobs in the gaming industry and what's required. I can't program for the life of me, but I want to be a game environment artist, do you need programming to do this in the industry. I haven't found a reason to in the environment design I've done on my own, but you never know...
I don't hate either of them, I just don't like doing any of them since I have to learn and do them all (well) to get my game completed as a solo developer 😮💨😅.
Great vid man !! Can you make a elaborate vid about the whole process of becoming a lighting artist if possible , Thanks again man
I always liked modeling.
The part that I (used to) hate is the unwrapping.
tbh, learning 3D modeling/sculpting was fun for me, until I saw my topology sucked and was its own discipline I needed to learn ^^;
Great video!
i hate modelling things but god damn do i love texturing them
Take a week just learning the basics and you will be good, I been using soft soft since it was Fruity Loops back in 03, and still learn
Very nice seeing these differing opinions in the comments. I look forward to the day when I've experienced everything and my team is large enough that we only have to do the parts we each enjoy. But, that sure ain't today lol. Time to get back to my Animator/Gameplay Designer/UI Designer/Programmer/Director work.
I had no idea there someone hate 3D modelling. Retopology is kinda confusing for me but I just cant hate it. 3D animation though...its different story, at least for me.
Opposite for me, I love making animation, hate modeling rigs for em.
a list of things i cannot (hopefuly ) yet do decently
I went into the Game Industry because I wanted to create 3D Animations and Character Models.
However, I ended up highly disliking the workflow to create 3D Models. I can't even excactly tell you why, it just never clicked with me. But I still learned it and while I never got the practice in, I became good at the theory of it, so I can at least judge other people's work. I worked more towards Textures because I loved doing procedural Assets.
Then I fell in love with Unreal Engine and Visual Scripting, and now I ended up becoming a "Technical Artist". Basically someone that combines the works of Artists and Programmers because he understands both Worlds, but kinda works in Neither's. Implementing the Artist's Assets into the Programmer's Code. And now I'm really happy with that. That also enables me to basically make my own games and anything I want in them, because I now fully know both sides of Work.
TBH 3D modelling is the fun part. Houdini particle/ effects/ water sims, rigging and animation is by far the most difficult.
sculpting and modelling characters is a tedious process for me (since I'm a beginner to it) but I love how the end process and what I have created.
Don't stop, don't overcook it either and demotivate yourself. But pull through those allnighters if youre passionate. You will make it. I have too.
@@VRTIXE Thank you, I will continue doing it and improve myself as much as I can🙏
thank you for this informative video XD
Hi, me don’t have computor. Sad
Same /
@@AmazuRazu sad
Same sorrow, pain and sadness
I have same problem.
The cool thing is that you don't need a computer to at least get started. If you have a phone or get your hands on a tablet, there are programs to get you creating in this field (IOS and Andriod).
Make a way when you don't see one and have fun exploring!
i hate modelling. but i love You. thank u so much for putting together such a detailed video.
I like modeling, but also all of the other things you talk about. More so of a modeler with skills in those other areas also.
If you can dream it, you can make it with 3d studio max. Was a slogan back when I started modeling 20 years ago. My first work was a snowman from primitives.
Expanding on this:
A production pipeline can be split into 3 stages
- Pre-production
- Production
- Post-production
For this case I'm assuming that the project for a 3D feature film.
Pre-production
- Storyboard Artist
- Script Writer
- Concept Artist
Production
- Modelling Artist
- Texture Artist (Can be merged with Modelling Artist)
- Rigging Artist (Can be merged with Animator)
- Animator
- Lighting Artist
- Technical Artist (Broad term)
Post Production
- Compositor
- VFX Artist
- Editor
- Colorist
- Foley Artist (SFX)
- Mixer
- Music
I'm surprised you didn't include rigger in the video as that job can get really technical
@Transistor Jump ah beg your pardon
A commonly forgotten role that's in high demand is layout/previs artist. We animate the cameras and, depending on the project, also block rough animation, block the characters position through the scene, create/modify sets, create basic realtime lighting/vfx, etc. In general we create the first low-res version of the cinematics. In some companies this was/is done by the animators but being a highly specialized role it has become its own profession. If you're into filmmaking and cinematography I cannot recommend it enough.
I feel like layout is usually lumped in with another role? I've seen it that the modelers, and lighting artists will often also do layout. But of course it depends on each studio's unique demands.
That would be final layout (or sometimes called set dressing or scene composing). There’s quite a confusion about the naming and if you check big studios’ credits they tend to change the name of the department from project to project. What I’m talking about is the phase that goes between storyboarding and animation.
lighting artist sounds so fun like holy shit
I've always known modeling was a 50/50, some love it and some hate it
I actually love it lol
i love 3d models, it makes it possible to do what i dream of but im to lazy to do anything on the 3d softwares, to complicated for me so i wish there was a easy way of doing it
every time I start modelling something gets in my way,
the model is not looking as intended
the texture is messed up
I get de motivated
I am looking for advice, like a list of tasks( make a foot ball, paint a mountain, something)
While I started with modelling, I can't stand it anymore
i used to freaking hate modeling so much. it was because i didn't understand the "rules" and how the software i use worked. it took a little more then 1 year for all the info it to click in my brain to be able to understand how to model and uwrap. sculpting also sparked my intrests more in 3D work
Something that I like to share an opinion about Design / Animations.
Sometimes, Animations are one of the hardest and the most time consuming processes exactly like Design. But,
Sometimes Animations are not really focused on and when they are, They are freaking amazing... The problem with Animation in some new games, Is how exaggerated some of them are or how lacking they can be...
I'd just say that I would love to see Animators take a little more time in the Animations of their characters, because sometimes... They end up becoming lifeless.
I love modelling and texturing
There is one more things! Its ENVIRONMENT ARTIST, who create whole scene/map/stage without make any 3D model. They just use 3D stuff they have to create environment, its veryfun and creative beside 3D modeling
@Transistor Jump in Ubisoft recruitment describe, they don't require Environtment Artist to make the models. Just need skill to adjust or import stuff
This is in no way true. As a self taught environment artist, I guarantee you that every single asset that gets imported in engine, is made by environment artists, unless its outsourced. Its one of the hardest positions in the field, not as simple as placing stuff around..
Out of all of the components of game development, I would say 3D modelling or just 3D work in general can be some of the most mesmerizing. Whereas with something like programming you have to worry more about breaks in your "flow" due to less predictability, 3D modelling can just suck you in and you don't even think of breaking your flow until it's already been many hours. 3D modelling (assuming you're sticking to one thing) feels like building a large structure in Minecraft, it takes time, but you can sort of just flow through it and it has the added benefit of allowing you to more quickly and conveniently create structures.
3D modelling can be VERY satisfying, if you haven't done it much and have decided you dislike it, start with something similar like low poly. For me, I really started to like 3D modelling when I created simple melee weapon models for a Roblox game, I spent days just being sucked into it.
Weight painting is still evil tho, avoid it like the plague.
I've never really tried the others. Guess I'll have to give those a shot as I was never able to get decent at modeling
I came into game dev with 3D Modeling in mind, all day long... now I can't stand it and ended up with gameplay programming and have a ton of fun... which was my last thought at first. 😅
@Transistor Jump dozens of internet course on several platforms, but not in one of these big expensive schools... it's a lot of effort, but you can totally do it with free sources and courses that don't cost a fortune. :)
I tried getting into programming but I found it so boring and it feels like you can't do anything for a veeery long time, I stopped before I could do anything worthwhile.
@@boitahaki yeah I get this. I mostly work with blueprints now in UE, besides learning some c++, but I just don't like the workflow there. 😅
But in the end, it's like this with every profession... even in 3D Modeling everyone starts out with simple stuffs and way later with detailed characters or props.
Hi, great video. My Mac died recently (it’s a bummer, I know), so I’m looking into buying a new one. Not only for music production and video editing, but also for coding (Xcode) and game design drafts. What Mac would you recommend taking only the gaming design in consideration? If anyone else has a suggestion, feel free to let me know. Thanks 🙏 in advance.
i would like to ask about the Level Designer. what i have to do to become a level designer , is it the sameoof 3D environment?
I like modelling, I don't enjoy having to turn high into low poly doing uvs and baking. I enjoy the creative side if nodelling
Well after seeing this video I changed my mind. Modeling is the easiest path i can take.
As someone who does blender as a hobby I dont understand how u hate it but this is nice af
you forgot rigging man!!!
btw i have mastered all, i'm working with renderman and nuke inside maya with pymel, model with zbrush and rig with mgear, yet i have problem with fitting myself into the industry!
I hate modelling as much as you. What I really love is lighting and rendering,
I wish I had the budget to afford an artist for each of these roles... 🤣
I get the joy of doing it all myself. 😅👍
Honestly I don't enjoy game development in general, I just really enjoy the end result
do you have a mentorship program? I'm kinda stuck right now. Don't know what to do.
What about those who want to set up the scene and camera work/composition?
What about level design though ?
I'm in a weird position where I have a good grasp on programming and would like to engineer a lot of these visuals, but I'm not proficient in the finer "manual" things like drawing or adjusting color values. Is there any role on a game development team that any one of you think might be good for me? I'm in a bit of a stuck and seeing this video is just making me fear actually going into this field...
I wish there was like a procedural generated 3d models, that also animate. Im thinking like a animal creator of Spore game. Maybe open source so community can add different type of animation, texture, models .
I used to love doing 3D modelling for 5 years, then after many downfall because no audiences, weak laptop, not always producing interest result, lack of knowledge even after learning for 5 years, I just give up on being a 3D artist and move to 2D artist... ( still doing Illustration right now and i'm doing better than before )
Those schmucks who act like "artists" are the only ones who hate modeling and think that sculpting is the only solution .
All these things will be eventually replaced with A.I, all modeling, all physics, event Ideas themselves. U will just type in what kind of game u want, and in other end your game will pop out. With graphics we never seen before, with story line we never imagined.
Yanfei against pyro slimes. It's ok bro, we've all had brain farts.
I love it
What if you just like coding more? Can somebody with experience in programming make a game using basic modelling, vfx, etc libraries? It'd be very prototype like but is there an avenue for software devs to make a game themselves without, initially, needing artists to get a game up and going?
ahhh, there's something new that increasingly becoming common
motion capture artist lol
if you are shy but like to act, go for it
I wish i could 3d model, never could make it. Which is super sad i would love to bring my own characters and worlds to life. I spend my life programming so i can bring my ideas to life in other ways.
That moment you love and are good at 3d modeling but want to make 2d art but suck at it. Save me
i used to do 3d modelling, mostly Gundams, made a lot of 3d models, i made some procedual effects for rendering images or to use later. But what i really didnt like or thought it was very difficult was to animate them *cries in 3dsmax gimbal lock*.
I love 3D modeling, or CAD, but hate everything else mentioned in this video. What options do I have?
there's also concept artist but it's pretty hard to find a job as one
Texture painting requires some modeling knowledge + mostly 3d artist doing textures as well. 2d and 3d departments separation goes only in big studios for which you need 5+ plus of experience in a field.
I don’t mind 3D modeling. I WISH I could add animations to my characters in Unreal. I suck at that whole process. Willing to pay for a trainer/teacher for that one.
Epic has online academy with free courses on every topic (even pretty specific, e.g. procedural audio) and level. They’ve added a lot of new content recently to help people dive in to UE5 with ease. You’d definitely find something useful 😉
@@VRchitecture thanks Archie. I checked it out and there are definitely some helpful tutorials there. The animation courses were some of the better ones to get me going imo.
I have never worked on a video game or ever thought about it, but this seems neat I guess?
What would you say about procedural modeling (like in Houdini) then? 😏
Man, 3d modeling is like part of my dream hobby but fuck is it intimidating.
soft is rather complex.. sotNice tutorialngs more than they should be. But you've made a great job explaining it!
I'm in a weird spot where I love traditional 3D modeling with quads and such, but I don't like sculpting.
It's too organic.
I like the control with traditional modeling. For something like a dimple to appear during animation, you need to create poles around the mouth. This is a bit difficult to do with a sculpt first model since the normal map may not match up with the mesh deformation. Using something like Blender's or ZBrush's multi-resolution modifier speeds sculpting with accurate topology.
I hated zbrush at first but later realized I'm really good at it. Also I learned this the hard way, but don't save as a zproject, save as a ztool.
For dear God, if you file is too large you lose months of work.
I'm like you but the opposite😂. I like sculpting because it feels like I'm more in control than traditional 3d modeling. And also because modeling with quads can be too technical sometimes (for me personally) that sometimes I make errors that I don't realize at first but will come bite my butt the moment I get into rigging and all that because I messed up the topology or something😂
there are roles? I have to do everything myself who has the money to higher a team
I love doing both modeling and texturing. If only we could eliminate the unwrapping UV part which feels like hell. lol
in my case i LOVE 3d modelling/sculpting
I love making props, items, buildings, foliage and the general environment whether i'm modeling or texturing, but the moment i try to make humans, animals or monsters i spill spaghetti all over the floor. I don't know why my brain is like that but i've accepted it.