Top products from r/3DMA

We found 11 product mentions on r/3DMA. We ranked the 10 resulting products by number of redditors who mentioned them. Here are the top 20.

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Top comments that mention products on r/3DMA:

u/markycapone · 3 pointsr/3DMA

awesome, I'm glad, some people are really bad at taking criticism. (these people tend not to last long unless they are total rockstars.)

http://www.zbrushworkshops.com/

http://www.visualarium.com/

http://www.amazon.com/ZBrush-Studio-Projects-Realistic-Characters/dp/047087256X/ref=sr_1_1?ie=UTF8&qid=1334196595&sr=8-1

the websites are by a guy named ryan kingslien. He offers online courses on lots of topics, I took his zbrush sculpting course, and his anatomy course (which was ridiculous, we went so much further than an artist needs to, including learning about forensics, medical journals, and all kinds of crazy obscure stuff).
He is a traditional sculptor that studied in florence under some of the best living masters in the world. he was also the product manager for pixologic when zbrush first was invented. he knows zbrush inside and out. He is also an outstanding teacher.
I hope it doesn't sound like I'm a spammer or anything. but honestly, his courses levelled me up in a few short months faster than 3 years at college for game design did.

If you have the time and money I would seriously suggest taking one of the courses he offers.

If you can't afford it, you can get a subscription to his website which offers at least 100 hours of training videos.

or you can get his book.

there's tons of other good stuff out there too,

Mark DeDeckers stuff over at gnomon is excellent.

or just keep plugging away on your own.
But honestly, take the time to truly learn anatomy. buy an anatomy for the artist book and read it cover to cover. Anatomy is the true key to character modelling. if you want something to be believable, you have to understand the forms all the way down to the skeleton. Learn what causes these forms. then you can recreate them.
Learning anatomy will level you up exponentially.

sorry for the long responses, but it may seem like a long and difficult road (anatomy) but it is so worth it. :)

keep up the good work.

I followed your blogspot by the way.

markorbik.blogspot.com if you'd like to see mine :)

u/scriptedpersona · 2 pointsr/3DMA

For any animator Animator's survival Kit by Richard Williams is a must I use it pretty much every single day. Another great book I use is Stop Staring I have the third edition by Jason Osipa. Those are my two main books I use. Aside from that learning online is a great resource with websites like digitaltutors.com also Lynda has some decent starting resources. Finally something that might really help you out is the community, go to 11 second club and get critiques or join in on the competitions to help yourself improve. Hope this helps!

u/Pankin · 4 pointsr/3DMA

I think you're on the right track, definitely spend time modeling and animating before leaving your current job.

I would recommend getting started doing modeling and rigging yourself (then feel free to use pre-built rigs and such if you want). This is basically just so you know what's going on behind the scenes of rigs you'll use in the future. Even if you never create a model or rig throughout your career as an animator at a studio (which many times may be the case), you'll have the knowledge to communicate with modelers / riggers to get what you need to animate.

For animation, I do think it's worthwhile to have some experience in 2D animation (a little easier to get started in and helps you practice fundamentals you'll end up using in 3D) Acting for Animators, Animators Survival Kit, and Drawn to Life are all highly recommended books for 2D animation. Oh, and good news! you can practice all the fundamentals of animation with stick figures!

On that note, I would highly recommend practicing drawing. Ctrl+Paint has some decent video things on drawing and painting. While you don't need to be Da Vinci to go into modeling / animation (I'm not great at drawing / painting myself) it does help to be able to sketch out quick ideas (concepts for models, storyboards, etc). Just a little practice each day goes a long way!

As far as 3D software goes, it depends on where you work what you'll use, but the fundamentals will all be roughly the same. The company I work at uses Motion Builder for our animation, though I primarily use Maya for any work (and I know plenty of people using 3DS Max, Blender, and other software for the whole process). Some companies may even use proprietary software that you have no access to outside of the company and will expect you to learn it after being hired. Just stick with whatever you use, learn it well and you'll be able to transfer that knowledge into whatever software you'll need in the future

TL;DR Take your time, learn some 2D animation, draw stuff, and learn a 3D modeling / animation program like the back of your hand.

PS. I know a lot of people say you don't NEED 2D animation, and I'm not saying you NEED to know it, it's just useful.

u/scarecrowman175 · 1 pointr/3DMA

Thanks for the info, I'll be looking into those tablets. Is there a specific one you'd recommend? It seems there's a few different models available on Amazon, including a few non-Wacom brand 3D graphics tablets. I'm assuming Wacom is the cream of the crop brand though, right?

I hate to continue bombarding you with questions, but have you had any experience (positive or negative) with the 3Dconnecion SpaceMouse? It's got good reviews on Amazon, but simply wondering if you'd ever used one before. It seems like it'd be perfect for me simply because it'd get me as close as possible as being "hands on" without simply reaching into my clay and making something. Here's the one I'm looking at in particular:

http://www.amazon.com/3DX-700040-3Dconnexion-SpaceMouse-Pro-3D-Mouse/dp/B006GPZ17K

As for the Nvidia card, that won't be an issue with me. I have a really beefy gaming / editing PC I built a year back that has a GTX 980 Ti in it. So hardware wise I should be set!

u/wagon-wheels · 2 pointsr/3DMA

Honestly Chris, how fast you can learn will just depend on your ability to grasp the fundamentals and those fundamentals are covered very well with the tutorials that ship with Max.
Avoid more advanced tutorials until you have a comfortable idea of a basic animation pipeline: basic modeling > basic texturing > basic object animating > rendering, then later on: character modeling > advanced texturing > rigging/skinning > character animating. It's also worth grabbing a copy of this book which is invaluable if you are doing character animation.

u/tikimanisdead · 1 pointr/3DMA

Max and Maya, being now owned by the same company, are very similar and do pretty much the same things, with a few differences in little features. The general consensus seems to be that Max is superior for modeling and Maya is superior for animation, but in reality most shops will only use one piece of software if they can, so you're really more constrained by what type of work you want to do. Maya is far more prominent in the vfx/animation/film industry, and Max is used by many if not most game companies. That said, I think this will change in the future. Some game companies have switched to Maya already, and a lot of schools are now only teaching Maya. It may be that Max gets phased out as more people enter the workforce without knowing it.

There is a book that kind of breaks down the basics of both programs. It's decent, wish I could find my copy.
http://www.amazon.com/Autodesk-Maya-3ds-Side-Side/dp/1598632426

u/Edge3Dcgi · 1 pointr/3DMA

Jahirul Amin recently created an awesome book about creating characters in Autodesk Maya, it's aimed at beginners and it's needless to say amazing. I been lectured by him through my University Degree and he was by far my favorite lecturer.