To optimize the time, here I would like to share a recommended learning schedule to the the fastest and best final results.
Basics may sound simple, and we may be tempted to just skip them and jump directly into more interesting examples. Truth is, the basic case studies are the foundation of the complete workshop.
Here I would recommend following the videos first, they we can maybe try to recreate examples from the videos on our own.
If our basic topology drill was successful, we can continue to solving basic assignments.
It is important we do variations.
- Low poly count case study, no redirection
- Low poly count case study, with redirection
- High poly count case study, no redirection
- High poly count case study, with redirection
- Edge flow variation where edges are following outer form
- Edge flow variation where all edges are forming a grid, and details are cut out.
Ok now we´re coming to real examples. My recommendation here would be, if you complete Switch concept or a Helmet, try to make it one more time, without following a video.
That way you´ll see where you get stuck. Is it the proportion area that is making you problems, or the topology area?
Depending on where you notice the most struggle, that is the part you wanna drill out the most.
It is not uncommon to do multiple redo´s of the same 3D model.
Now its a good time to do all the assignments provided in Class Three.
Motorbike is now the real challenge. This project will simulate the workflow for any other project moving forward. The habits you pick up here (good or bad) will follow you into any project after it.
To make sure you´re on the right track, focus only on the blockout first. It does not matter if it takes few days. It is far more important to get it right. We´re trying to make a portfolio piece, so precision matters the most.
After the blockout is well established, feel free to move to mechanical parts like break disc, caliplers etc. Here same rule applies. If you´re not satisfied with the results, you´re welcome to redo the part until it looks as close as possible to the references.
Now its a good time to do all the assignments provided in Class Five, right below the Motorbike DSG A Chapter.
This is also a good time to share or submit your files for a detailed review.
Polishing will be the final step, and precision is all that matters so take your time.
Our goal is to recreate the motorbike as 1 on 1 copy of provided reference, and if we rush this part, it will reflect in final results as well.
Now that the motorbike is completed, and we know our way around complex objects, it is time to put that skill to the test.
Project based assignment is a simulation of a real-time project where you are given a task to recreate the object as close as possible to the references.
In case you hit any walls, like always, feel free to share your work anytime in our Grenade Project channel on Discord.
Now that motorbike is complete, grenade is complete, rendering and uv mapping will be next.
The task remains the same as before, and that is to recreate the render as close as possible to the provided references.
Here is the recommended workflow:
– Establishing the general scene (Lights only, no materials)
– Submit general scene for feedback
– Add materials
– Submit Final scene for feedback
– Revisions and polish
Portfolio presentation will be the final step.
Once we have all the models and renders prepared, we´ll start thinking about presentation.
Successful presentation should contain the following:
– Motorbike Clay Render (No Materials)
– Motorbike Wireframe Render (No Materials)
– Motorbike Materials Render, Full Scene
– Motorbike UV´s (Optional)
– Grenade Clay Render (No Materials)
– Grenade Wireframe Render (No Materials)
– Grenade Materials Render, Full Scene
– Grenade UV´s (Optional)
As a final note, I would like to mention few things to avoid as I see this pretty often.
Do not rush
Rushed work is always noticed, and shows impatience so take your time.
Do not try to “test” what you learned early on
I see this very often in beginners, where they would try recreating complex objects leading them in rabbit hole of frustration.
The general rule of thumb for us is going to be based on the assignments. If you notice you struggle on basic level tasks, chances are you´ll have harder time on something more complex. Feel free to take your time.
Leave rendering for dead last
Let´s say you just finished the Switch concept, there is no need to render and share on Artstation just yet.
However, if you´re just doing some test renders to see how the object performs, you´re looking for imperfections, in that case early render is encouraged.