very interesting talk again. I recently had a moment of pushing through on a project where I lost a lot of confidence and ignited some self doubt which was completely reversed through perseverance. I am an environment artist and decided to start modeling an NH-90 helicopter; something very different to what I usually do and I think I restarted modeling it about 7 times through different ways (edgemodeling vs box modeling, using Zbrush or using CAD), one of the problems i was facing was the blueprint reference I had found wasn't consistent, the different angles and linework didnt line up. I scoured the internet for an NH-90 3d model that I could download and used it to create my own references. Also being able to analyze the topology of this model of course helped but this can be approached in a number of ways depending on the use of the model, whereas I was aiming to create a gameready model with a polybudget in mind. I ended up settling on my first method through box modeling and using Zbrush to create some of the more complex and aerodynamic shapes like the windows etc which are quite tricky to get in your model without breaking topo too much when youre doing box/edge modeling. after zbrush cutting and editing I then retopologized the high poly in Blender to make sure I could get the best gametopo possible while retaining accuracy of the reference and keep clipping polys at minimum for UV space. It was a very satisfying feeling getting over that initial hurdle and being forced to approach the same issue in different ways, in the end I also felt better about myself knowing that it wasn't me being not good enough, but opting for a workflow that didn't fit what I was doing considering my regular work and having to think about using a wildly different approach, it opens new pathways to create things that you wouldn't have been able to tackle before.
Hi Andrew, it was an awesome session, its nice to have insights about what a senior expects from a junior and a student, as a student myself i also do some of the mistake that jon and you said in the stream, this stream made me realize whats the mistakes i have been doing in the first place, and im trying to improve it.and i have submitted the form for your mentorship i hope you will give rply
hello Andrew, I have just started my first job as a 3d artist 2 months ago, as you guys discussed that this industry is not for everyone, I agree with you guys what my issue is delaying in delivering the output at my job due to corrections and lack of speed, I am enjoying doing my job, 3d art and occasionally if I get the chance to do any other art form, I enjoy that too but, due to that delay I am feeling very demotivated as I am reaching the output but the delay is affecting my new job can you give me any advice or tips as, I want to continue my career in this industry seriously.
More talks with guests please! This is incredible useful and entertaining to listen to
ill ask around
This was super informative, also very interesting to hear what Jon’s been through to get where he is now. Thanks for that!
very interesting talk again.
I recently had a moment of pushing through on a project where I lost a lot of confidence and ignited some self doubt which was completely reversed through perseverance.
I am an environment artist and decided to start modeling an NH-90 helicopter; something very different to what I usually do and I think I restarted modeling it about 7 times through different ways (edgemodeling vs box modeling, using Zbrush or using CAD), one of the problems i was facing was the blueprint reference I had found wasn't consistent, the different angles and linework didnt line up.
I scoured the internet for an NH-90 3d model that I could download and used it to create my own references. Also being able to analyze the topology of this model of course helped but this can be approached in a number of ways depending on the use of the model, whereas I was aiming to create a gameready model with a polybudget in mind.
I ended up settling on my first method through box modeling and using Zbrush to create some of the more complex and aerodynamic shapes like the windows etc which are quite tricky to get in your model without breaking topo too much when youre doing box/edge modeling. after zbrush cutting and editing I then retopologized the high poly in Blender to make sure I could get the best gametopo possible while retaining accuracy of the reference and keep clipping polys at minimum for UV space.
It was a very satisfying feeling getting over that initial hurdle and being forced to approach the same issue in different ways, in the end I also felt better about myself knowing that it wasn't me being not good enough, but opting for a workflow that didn't fit what I was doing considering my regular work and having to think about using a wildly different approach, it opens new pathways to create things that you wouldn't have been able to tackle before.
Hi Andrew, it was an awesome session, its nice to have insights about what a senior expects from a junior and a student, as a student myself i also do some of the mistake that jon and you said in the stream, this stream made me realize whats the mistakes i have been doing in the first place, and im trying to improve it.and i have submitted the form for your mentorship i hope you will give rply
hello Andrew, I have just started my first job as a 3d artist 2 months ago, as you guys discussed that this industry is not for everyone, I agree with you guys what my issue is delaying in delivering the output at my job due to corrections and lack of speed, I am enjoying doing my job, 3d art and occasionally if I get the chance to do any other art form, I enjoy that too but, due to that delay I am feeling very demotivated as I am reaching the output but the delay is affecting my new job can you give me any advice or tips as, I want to continue my career in this industry seriously.
speed will come with time and experience, you might just be placing too high of an expectation on yourself