THE MAGIC OF 3D ART
Creating artwork you can visually see in different perspectives, colors, shapes, and forms is so satisfying that it becomes hard to move away from the feeling that what you are creating is magical. With the technology available these days, starting a new hobby or work form gets easier as we go. The same goes for 3D art. We have advanced so far in making games/3D artworks that we have finally hit a wall on how far we can push the limits in terms of 3D quality. But that wall won't last.
Knowing what program to use is always tricky since there are so many already available to the public, and at least half of them are free, which is always a good option for beginners joining a 3D team. With multiple programs out there, I decided to elaborate on my personal favorites, combined with those most popularly used:
Maya – Paid - Great program for students who can get their hands on this for free. Maya is easy to learn and can show you the basics of modeling in a short time.
Blender – Free – Amazing program for beginners that implements 3D categories/workflows into one program. (Blender can be placed in every category except for Engine).
Substance Painter – Paid – Great for beginners. Hands down the best and easiest program for texturing 3D models (can also render the models with textures).
Photoshop – Paid – Great for beginners. Photoshop is easy to learn and a great program if you are new to texturing.
Unity – Free – Great for beginners. Unity has been the industry standard for a lot of companies (mostly indie). It's excellent for adding everything you have made together with a user-friendly UI and has a significant number of tutorials on the internet.
Unreal Engine 4 – Free – Great for beginners and great to use if you are more advanced. Although this one looks more challenging. It is a great program and has been an industry standard for many companies (primarily triple-A). Anything you make will look amazing in this Engine. If you got the skills, this one would definitely pay the bills.
Your workflow is essential when starting 3D art. You have to begin to ask questions like: Is this for a game? Is this for a normal render? Can I handle this? And is this usually how it starts? When that is done, and you know how to move forward, for example, let's say you have to create and texture a model for a game, you start by looking up references — anything you can use to understand what you are making and what it's supposed to look like. Then you can always begin sketching the model yourself, depending on if you have a decent knowledge of the creation of 2D art.
After that, you can start up your 3D modeling program and start modeling; when you've finished modeling, make sure you always do a second check to ensure everything looks alright and to see if it's ready to be textured. If it is, then you can start texturing the model. Texturing can be difficult depending on how complex the texture is or if a game you are creating is of high quality. After that, you can move everything you have and add it into the Engine to check and see if it meets your standards.
If you have done this enough times and made yourself a little scene, you will see the magic. Trust me.
Jeremy van Leeuwen, 3D Artist Intern
CAN ARTIFICIAL INTELLIGENCE BE RESPONSIBLE FOR ITS ACTIONS?
Have you thought about what it means to give moral responsibility to a machine?
DESIGNING A BRAND: RAMPAGE
Read about how our Designer, Bryan, created the look and feel for Rampage. Ranging from their logo, to product design and more.
AN INTERVIEW WITH OUR FOUNDER
Meet our founder, Michiel de Graaf. Find out why he decided to start Rebels and what motivates him to Realize Revolutions daily.