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How Difficult is 3D Computer Modeling?

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Like characters and objects in games. Is it a skill like actual sculpting where raw talent plays a role, or is it a matter of simply learning the software?
 
Can you do this?

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Enjoy your new job!
 
Both.

Learning the software is not hard tho. They're bunch of toggles and switches after all.

3D modeling on the other hand... you gotta learn dem topologies and flows.
 
Like characters and objects in games. Is it a skill like actual sculpting where raw talent plays a role, or is it a matter of simply learning the software?
Depends how much of it you can do and learn. It's a matter of stitching polygons together (rather, triangles usually). Simpler things aren't too hard, like as simple as box, or more complex like a table, chair, even more complex but still simple (because it is rigid) like a gun model, up to making what would be the most complex, people.

After that it's a matter of how much more you have to do to get it in a game. You'll have to UVMap it so it can be textured, and it needs to be rigged to a skeleton to be animated. But modelling, it depends on what kind of asset work you want to do, really.
 
Like characters and objects in games. Is it a skill like actual sculpting where raw talent plays a role, or is it a matter of simply learning the software?
Software doesn't play much of a role. The skills of 3D modeling is transferable among most 3D packages.

3D Modeling comes down to how patient you are. Some models I make can take days to weeks. For others, it takes whole months.

You need to practice making lots of models to actually be good at it. Learn important terminology such as edge loops, topology and subdivsion surfaces to better improve the quality of your models.

If you're doing character art, it's very important to understand human anatomy, as well as how to work off references.

A good starting point to learn 3D modeling is the Polycount wiki.
 
I'm currently taking 3D modeling courses in college. Anyone can learn it, even those who aren't that artistic. However like all art it takes practice and part of that is mastery of the software and what tools are given to you. There are shortcuts that the software will give you like modifiers and pre-made primitives, but to make truly great models you need to have an eye for details and the drive to make them shine. A model by itself can take months, but if it meets your expectations than it will be worth it.

Me, I prefer the animation side. My models are terrible heh
 
Speaking from experience, when you're starting out and learning the software it's frustrating as hell as you'll constantly run into issues with your models / sculpts that you don't know how to fix. You can't really just get on with what you want to make, it's continuous problem solving.

After a while though it'll click, and the actual creation of the assets is relatively easy. Creating environment assets tends to be much easier than characters (for the most part) too.

Texturing on the other hand... Whole other beast.
 
i remember seeing one of the modellers for blizzards cinematics and for organic characters, like say a muscled orc, it is basically having the skill to sculpt as if were making a physical model in oer to know what you are doing, even if doing it is something different. So you need to know anatomy and what not if you are making humanoids.
 
3D Modeling comes down to how patient you are. Some models I make can take days to weeks. For others, it takes whole months.
And it gives me migraines that there are no such thing as patience for deadlines, especially when others refuse to cooperate on how long a model can take.
 
It's a little time consuming depending on your model, but if it's something you enjoy a lot (and I do) it's really not that noticeable. Difficulties come more in character modeling than object modeling (sometimes) but if you can remember to always keep everything simple and expand when necessary, it'll help you out in the long run.

Texturing is forever a pain though.
 
I would have to ask, are you actually just talking about modelling? Or are you including UVing, texture work, rigging, etc.. There's a lot that goes into creating a usable 3D object.
 
Surprisingly easy compared to traditional art (for me anyway). Download Blender and youtube tutorials, start off small though so you can familiarize yourself with the tools and jargon. Box modeling is a good start for novices
 
A big part of it is problem solving. Asides from talent for sculpting, and learning the software 3d modelers need to learn how to work within certain confines.

To be less vague you need to make things in a workable resolution meaning the files cannot be so huge that the texture / lighters/ etc cannot work with it, while still maintaining key points of resolution of rigging & animation without creating tears or warps.
 
Hardest part is probably texturing and normal/bump/displacement maps, mainly because it combines both creative and technical talent.
 
Like characters and objects in games. Is it a skill like actual sculpting where raw talent plays a role, or is it a matter of simply learning the software?
Not just a matter of learning the software.

Look at graphics and art, you can push 50.000 poligons on a model, but it might look good, or not.

Everything plays a part and you develop your own shortcuts and own technique too.


Modelling behind a computer feels nothing like sculpting, btw, although one could say some programs like solidworks and zbrush feel more like sculping than Rhino or 3D Max, I suppose.

In some programs it feels like you're adding things organically, while in others it feels like you start with a chunk and take things out. Hard to explain.


But animating is a pain. At least for me.
 
I always thought it would be fun to learn 3d modeling, but I have zero artistic talent, and I can't imagine that anybody without artistic talent could make a usable model (unless a bunch of spheres and cubes connected together counts as a model).

I'd love to be proven wrong though. I'll have to check out those Youtube videos linked earlier in the thread and see if they're helpful.
 
I always thought it would be fun to learn 3d modeling, but I have zero artistic talent, and I can't imagine that anybody without artistic talent could make a usable model (unless a bunch of spheres and cubes connected together counts as a model).

I'd love to be proven wrong though. I'll have to check out those Youtube videos linked earlier in the thread and see if they're helpful.

make some buildings.
 
I find modelling harder than animating, I'm currently looking for a Job in 3D Modelling and Animation for when I graduate in July, it takes a lot of time and effort, but I like doing it so that helps a lot.

Really, if you want to get into 3D Modelling and / or animation, Practice, Practice and Practice. Also, if you build a rig, read John Lasseter's Principles of Traditional Animation.

Same here, when I was in school animating was always fun and modeling was always a chore.
 
I always thought it would be fun to learn 3d modeling, but I have zero artistic talent, and I can't imagine that anybody without artistic talent could make a usable model (unless a bunch of spheres and cubes connected together counts as a model).

I'd love to be proven wrong though. I'll have to check out those Youtube videos linked earlier in the thread and see if they're helpful.

I have zero artistic talent(cant draw or texture) and I've modelled a few things. Poly modelling is quite easy, I just use real world objects or good references. Sculpting is harder, it takes more time and patience.
 
Raw talent doesn't really play a role with basic 3d objects. Until you get to a certain point where you are going to need artistic skills to make it look good and be efficient. Functional objects is just learning the software and modeling techniques.

That said, I still think it is pretty hard. Aside from learning the software you'll always have to keep topology in mind and such.
 
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