![]() With all the above you should be able to create an interesting environment with a character model and lighting to get results fast and then expand from there. ![]() Be aware of specular highlights and what all these fancy words mean.Īdd all the above to your desert scene. Don’t use “no look”, use high contrast to add a basic S-Curve. Add sharpening, video effects, and details to make renders pop. Learn to denoise and renoise your scenes because that goes a long way, look up what I am talking about. Imperfections can happen in-camera such as barrel distortion and noise. Know color grading, which is something you need to implement next. Remove colors that are over or too undersaturated, don’t make some areas too bright unless you are trying to draw the eye there, things to learn and study as you go. For example, some colors don’t blend together right and mess with the render, so you need to develop an eye and sense for that. You should gain an understanding of color in your scene and how it affects the rendering. I consider myself a colorist for video so this is a skill I have already developed over years of playing with video edits and making some interesting stuff. Learn how to correct and get the materials right, just play around with them like they were toys (not the adult kind you sick-minded brat). Go to a site and download a free (or paid if you are crazy like that) character model from a site like Mixamo to get models and download into a scene. Create interesting lighting and composition and integrate everything into your scene. Research concept artists, I spend a lot of my time on sites like Newgrounds and ArtStation gathering inspiration. Once you do all the above you should start with crafting a desert environment, since it is the easiest according to Andrew. Learn ground displacements and tiling, just keep iterating (you can start to see a pattern of thought here) It is common practice in the industry to use photo scanned assets so don’t feel like you are cheating (That was a quote from Andrew Price). Next learn environments, use photo scanned assets and play around with that. Of course, updates kind of throw wrenches into that every month or so but you have to stay on top of all that. I am a video editor and part of the art of producing video work is knowing your equipment and computer system. Develop attention to detail, learn how to optimizing rendering. Pick something achievable, replicate a photo 1–1. Improve that object with 5 variations of lighting and composition. Learn how to sculpt, make your own thing/object that is similar to what you can make in 2 days. Just keep making stuff! Post what you make on Newgrounds to get feedback. ![]() He recommends watching his Anvil Tutorial and then create a game-ready asset. Do whatever you want, just keep learning and playing with what you learn to make it permanent. Now go back to your donut and do 5 variations of the lighting of that scene, exhaust all the ideas you thought were good, keep iterating. As a cinematographer I understand that lighting is a completely separate skill, so if you already feel daunted I just want to let you know that you are not alone. Next learn the theory of lighting, and play around with the lighting of the scene you just made. You need to fiddle around with it, we learned how to walk as children by taking our first steps. After that make something yourself using what you know in the program. Here is what he says you should do, first watch his Blender Donut Tutorial. So the idea of fast-tracking that process seems very impossible to me from my current perspective, in any regard I listened to what he recommended and made notes. I currently invested over $200 in Udemy courses on learning Blender. That being said, it is more than just that. If you really want to learn a program you just have to put the time into watching YouTube tutorials. We live in a very “instant gratification” kind of world and the internet has opened up so much of that to everyone. Every skill requires 10,000 hours of experience time to become a professional, I learned the other day from a completely different podcast (I love learning from podcasts) that old resistance painters were required to first mimic their master’s work before they were able to create their own work and sense of style. I listened to a really great episode of the Andrew Price podcast and in this episode (which I will link at the bottom of this article) he was asked if it was possible to learn Blender in 4 weeks and fast track your way into the 3D development industry.
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