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honest serious question for mr grotey.
show user profile  badboydeebs
ive been using max on and off for 9 yrs and one thing i cant do is do good drawing and after watching that video tutorial you did with the turtle was amazing.

my question is do you need to be a good drawer to become a good modeler.
im hoping to get this course in uni and also im on another course for a diploma and a job at the end of it if i pass which cost 5k to get on.

my heart is serious in this program and i am addicted to it but i see yours and other proples work and they all miles better then mine. and even 9 yrs later i still can't understand uv mapping properly.

can you or anyone else point me in the right direction to work profesionally like you guys. i really want a career doing this but i feel as if 9 yrs is a waste if i cant get to your level.

many thanks
read 534 times
2/5/2011 4:52:11 PM (last edit: 2/5/2011 4:52:11 PM)
show user profile  horizon
I'm no grotey and no professional so I hope I can still answer :P
(well neither is he although he should be, but he's a pansy like that scared to go seek a job that's worth his talent :P)

You don't have to be good at drawing to be a good modeler, but it won't hurt you either. You don't have to be amazing at drawing to help your modeling by drawing either.
If you feel like you can benefit from drawing, go learn to draw. Don't excpect it to be done in a week, and don't aim for amazing almost photoreal portraits, but if you can outline a quick design idea, it will certainly help some things.

I'm in 3d for as long as you are, on and off as a hobby, a couple of years ago realized I should actually go and actively learn something and make something out of it.
And I can't draw for shit. I'm learning though, every now and then

read 528 times
2/5/2011 5:02:57 PM (last edit: 2/5/2011 5:02:57 PM)
show user profile  Pil
To be a good modeler you really only need 1 thing,
The ability to solve problems.

Once you have this skill the rest is just a question of how long each problem takes to solve.

What makes Grotey good is his ability to find a solution to whatever problem he encounter.
This is why bosses will be more than happy to give him work.

The same goes for a lot more people on this forum. Garp's name spring to mind :-)

read 517 times
2/5/2011 5:29:31 PM (last edit: 2/5/2011 5:29:31 PM)
show user profile  badboydeebs
ok thanks alot guys. i think i just need to learn how to solve things rather then ask how.
read 513 times
2/5/2011 5:33:54 PM (last edit: 2/5/2011 5:33:54 PM)
show user profile  Mr_Stabby
a lot of drawing skills translate to modeling and vice versa, i found that out in a rather interesting way since when i started modeling i could barely draw a stick figure and few years later when i had to draw in high school i was amazed see how awesomely out of the blue i could draw.. the scale of things, the correct positioning, details, shadows, all of it. Its like i just knew what to do. So imo drawing as a skill isn't constrained to only those that are artistically talented but it can be learned by anyone whether you deal with it specifically or pick it up as a side effect.

read 503 times
2/5/2011 5:49:18 PM (last edit: 2/5/2011 5:49:18 PM)
show user profile  mrgrotey
No need to single me out mate, there are far better people on here than me

read 487 times
2/5/2011 6:38:28 PM (last edit: 2/5/2011 6:38:28 PM)
show user profile  LionDebt
I've got to agree with Stabby to a certain degree. I've been aware of 3D Studio Max since like 2004/5, but only recently (last year) began to really devote myself to it. My skills at drawing/sketching are terrible, they always have been and no matter how much I force myself to practice/observe - I don't really see an improvement in my pictures. But, since I've been maxing (almost religiously) for the past couple of months, I've been trying to sketch out my ideas - either as they come to me, or as I create them in Max.

So, does drawing make you a better modeller? I wouldn't say so. Sure it helps, but at the end of the day, 3D Studio Max is just another form of art - learn the tools, the methods and the quirks and get creative with it - would be my two cents :) and have fun! :D
read 477 times
2/5/2011 6:54:06 PM (last edit: 2/5/2011 6:54:06 PM)
show user profile  soontekk
"No need to single me out mate, there are far better people on here than me"
biggest lie i've hear in days! :)

melting ur brainz!
/ FOS4 / FO2 / Blurb / Twitter / Facebook / Vimeo /

read 476 times
2/5/2011 6:54:22 PM (last edit: 2/5/2011 6:54:51 PM)
show user profile  badboydeebs
thanks again guys. another question is, how do you do to keep all the information you learned over the yrs. what i mean is if you made a model such as a car and a character that you learned from a tutorial, you then learn how to texture and then you learn how to uv mapp correctly how do you store all that information without looking at tutorials again.

my point in saying that is because i went to make a car again which i made one about a yr ago and im getting stuck on stupid things i already did before.

3ds max holds alot of tools and information its out raguos, excuse my spelling lol.

sorry if i didnt make any sence
read 458 times
2/5/2011 8:02:18 PM (last edit: 2/5/2011 8:02:18 PM)
show user profile  Mr_Stabby
no clue, never had an issue remembering things that ive already done

read 441 times
2/5/2011 9:13:06 PM (last edit: 2/5/2011 9:13:06 PM)
show user profile  Paunescudanutz
when watching tutorials try to understand the steps presented not just copy them (at least that's what i try to do), and if you do this (
) you remember better stuff you learned before


<---~( Daniel )~--->

read 435 times
2/5/2011 9:26:33 PM (last edit: 2/5/2011 9:27:15 PM)
show user profile  badboydeebs
lol @ the video. ok thanks again. ive just spent 2 hrs listening to the guy speaking about uv mapping and i understand alot more now but what i will do is once learned ill apply it to a model and repeat that untill it drills into my head. and then ill save that file so incase of abit of memory loss ill repeat that step lol.
read 428 times
2/5/2011 9:42:10 PM (last edit: 2/5/2011 9:42:10 PM)
show user profile  Error404
no, you don't need to know how to draw. I can't draw at all, heck even my handwriting is bad. LOL -

read 408 times
2/5/2011 11:33:23 PM (last edit: 2/5/2011 11:33:23 PM)
show user profile  jStins
Many people will tell you that you need to know how to draw to be a good modeler. Being able to draw definitely helps your modeling skills and visa versa, as Mr. Stabby pointed out. However, drawing is just a means to an end. What you really need to do is learn how to see. Any artist, working in any medium needs to be able to observe, interpret and create. A successful artist with have a strong artistic eye.

Our good friend Daniel Buck here is a perfect example of that. He may not be able to draw for shit, but click on his photography link and you'll see that he has a great eye for composition, value, light and color. He has a good artistic eye and that translates to his 3D work.

I think that it's beneficial to have an artistic hobby to compliment 3D work. 3D software is very complex. It is, in my opinion, inefficient to try to train your artistic eye while learning the software.

Paunescudanutz is right about using tutorials. Most tutorials will just show you the steps to get a specific result. The best tutorials will show the steps and explain the reasoning behind them. Tutorials are only really beneficial if you apply the concepts on your own after you complete them. As an example, do a car modeling tutorial, then use those techniques to model something different, like an airplane. Then you are not learning how to model a car, you are learning how to model hard surfaces.

tl;dr version: Develop your artistic eye however you want. Don't rely solely on tutorials. Apply them to your own projects and subjects.


read 399 times
2/6/2011 12:40:06 AM (last edit: 2/6/2011 12:40:06 AM)
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