How many years would it take for someone to start off with modeling in zbrush for the first time and have a portfolio good enough for a AAA Industry job? If you spend at least an hour a day working at it. 2 years maybe?
If you spend 1 miserable hour a day? Probably a decade. But once you know the basics and are confident enough to make your own shit without tutorials handholding you believe me you'll spend entire nights sculpting without noticing.
If you already know how to model using traditional methods it won't take long, sculpting really is a fun process compared to polymodeling. You'll only be limited by your imagination, but that's solved by making your own mental libraries.
>>498698 >>498716 >>498736 Update OP here, So basically my background is in game design. Im about to get my bachelors in November but Im at the point now where I dont like programming so I feel like I wont ever be able to make a game unless I know that. I'm pretty good with level design. In fact I feel thats my strongest skill. Having an eye for how to place assets, etc. I dont like paying for assets and I hear most professional level designers are also environment artists and make their own assets. I have a decent understanding of 3d modeling. This is a pic of my first model I tried making a few days ago.
Not to be rude OP but I share some of Anon's worry. Game development is one of the most competitive fields out there. I'm unfortunately playing catch up at the moment, as I only decided on game design about 18 months ago. While I may be working on a business management degree, I spend every free second I have, learning a new skill, tool, or reading a new text-book. I've spent many a night modelling for 12+ hours. I've spent entire weeks during breaks learning within a variety of disciplines. Playing with different engines, writing and testing design docs with friends, playing with level design, testing simple games in public places, pushing my limits with my modeling skills, (trying)to learn sound design, reading literature, learning composition, anything that could ever be of assistance. While I may be a passenger in your boat, not being a fan of programming or scripting. I'll be jumping ship soon, diving into anything I can get my hands on. Every language you can learn, any morsel of information, is another tool you can use to create games for your players. These tools allow you to give the player the experience you first envisioned, and that is exactly your job. You are a creator, you are God within your creations, give it the attention god gave Earth.
No knowledge is worthless, and every bit will help you in such a vast multi-talented industry. As i have gone to different conventions, I've seen how devoted these people are to their work. You can see their love of the job illuminate the room. If you want to get anywhere, match that love and devotion. Work on your skills as much as possible. Your art is a part of you that you give away to others. It deserves more than an hour or two a day.
>>498798 >I'm pretty good with level design https://www.youtube.com/watch?v=BRWvfMLl4ho https://www.youtube.com/watch?v=lGar7KC6Wiw
So, basically you have minimal artistic talent and don't enjoy programming, in your own words.
>I have a decent understanding of 3d modeling. You have a bare minimum understanding of box modeling in Blender with admittedly as little experience as you could get away with, and have already said in so many words that you believe your future is in Unity-based projects where you can cut and paste royalty-free assets.
Going by this, you had better be the most brilliant concept designer alive if you expect to compete with everyone else, and expect mobile knockoffs of your first big hit inside of 6 months from release.
Or, perhaps, you should concentrate on learning the things you aren't good at until you are before asking when the money rolls in.
>>498798 >about to get my bachelors in game design >can't model/sculpt
I taught myself Maya inside and out in a year, working on zBrush / substance suite atm. There are dozens of videos explaining in great detail what goes into creating all aspects of a game, and tutorials on how to do so in the most used game engines.
I can't code for shit either, but i constantly try to dissect code snippets and scripts i download from tutorials. You may not be a programmer/coder, but you still need to understand how your engine works as a level designer, and be able to accommodate your programmers limitations.
All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from them. If you need IP information for a Poster - you need to contact them. This website shows only archived content.
If a post contains personal/copyrighted/illegal content you can contact me at email@example.com with that post and thread number and it will be removed as soon as possible.