i cant draw worth crap with a pencil, should i even try the computer art design?
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Posted 02 May 2012 - 08:58 PM
i even work horrible with clay models, trying to make a vase, looks more like a soda can XD
now im very creative, dont get me wrong, i can see a perfectly built spaceship, with pulsing lights, and antennas coming out every which way, and spinning jet engines with a light blue haze, with a slight particle disbursement. any way you get the picture.
has any of y'all, cant draw with shiz on paper, but can create masterpieces on blender, or whatever tool you use? should i try for arts, or not waste my time? any advice?
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Posted 02 May 2012 - 11:42 PM
When you listen to a music piece in you mind, can you reproduce it on an instrument ? Not yet, but maybe with practise ? The key is practise, practise, practise, and after that, still practise. I'm a coder and I've pratised painting for a few years now , thought not enough, I'm quite satisfied with the result. Currently I'm involved in modelling, painting textures and icons, rigging and animation. By far I can't reach the quality of any professional artist, but I'm convinced, that I still have enough reserves left over to improve my skills.
has any of y'all, cant draw with shiz on paper, but can create masterpieces on blender, or whatever tool you use?
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Posted 03 May 2012 - 12:22 AM
I wouldn't say, that my Blender models are masterpieces, but they are quite okay.
That's the reason why I use Blender to make sprites for my flashgames.
However, the issue is to draw the textures for the models.
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Posted 03 May 2012 - 01:04 AM
I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.
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Posted 06 May 2012 - 08:28 AM
The thing with 3d modelling is - it has Ctrl + Z (undo operations) so you can always go back and fix things easily. Also, moving vertices and edges has nothin to do with "pencil" skills. Your 3d models will suck, if you can't get "proportions" right.
Don't give up so soon
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Posted 10 May 2012 - 11:04 PM
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Posted 11 May 2012 - 06:58 AM
The technical tools we have available provide a pretty strong disconnect between the skills required for different kinds of game artwork. If you are a 3D modeler, you do not need strong 2D skills. The two mediums are different. Tools allow you to sculpt organically, paint directly on the model using various textures, and import the models into other software for rigging and animation. Even texture painting these days is so much a process of painting directly on the model using broad strokes of color, heavily using procedural textures or textures derived from the real world, etc... Once upon a time, you wanted to have an eye for shading and highlighting, and while that still comes in handy, a non-2D artist can just bake ambient occlusion and shading maps directly from high-res sculpting, rather than trying to hand-shade the texture.
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Posted 20 May 2012 - 03:13 PM
If you can barely draw right now, that's means you're behind. Most drawers have been doodling since a younger age. But that doesn't mean you can't do it. The question is are you willing to put the effort in? If you're in highschool and unable to do decently in art class, it will require about 4 hours of pure practice practice a day to catch up. You need to be pre-disposed in the early ages to be a good drawer, but that doesn't mean it's impossible to get GOOD at it. It's a matter of pure will and determination.
It's easier said than done. Practicing over and over again for hours a day isn't exactly the most enjoyable thing but that's what you need to do to be good.
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Posted 12 June 2012 - 03:32 PM
Here's the thing about artistic fields that seems to amount to an open secret: hard work is just as important as talent. In fact, it's actually more important; a guy who meets his deadlines with mediocre work is better than a guy with all the talent in the world who doesn't meet deadlines. Deadlines, deadlines, deadlines.
That said, in the real world, you're going to be competing with people who have both work ethic and talent. They're going to get jobs before you. If you can handle that, hey, go for it. The key is enjoying the work, because this will motivate you to overcome any lack of talent with practice, perseverence, etc.