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Welcome to AGDG, have you ever made a game?
See also: /ideaguy/ | /vm/

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bf5041 No.22153

I'm a 3D modeler and I want to start making my own designs for props and whatnot. Does anyone have any idea on how to start doing shit like this? I'm having a hard time coming up with coherent shapes and blending colors in digital painting is something I don't quite understand yet.

ecad35 No.22154

copy other people's work until you can do it yourself


277ea2 No.22156

This >>22154 might seem like a joke, but outside of a few special snowflakes, this is what every artist has to do.


13de32 No.22157

What everyone else said. All work tends to be derivative and/or experimental/accidental. Shoot, some solutions arise purely out of laziness at times.

Also, this is heresy, but did you ever conceive of just making stuff functionally practical?

For example, designing armor to be used, considering the environment in which it was developed or to be used. Whether a random feature actually helps its structural integrity or is just a decoration. Could you conceive of people mass producing it? Do the source parts exist in a form that makes it possible?

Like you would never make armor out of giant crystals blocks on a world where giant crystals don't exist. It would be more like bedazzled stuff. Or like if society at a time can't mass create huge metal parts with accurate mathematical design, you might just make shitty ring-type chainmail for the majority of soldiers. etc...


43f4d9 No.22163

>>22157

Hell, look at EVERY big shot.

In film, Quentin Tarantino and Jame Cameron rip off so much stuff, except their takes on what they rip off mix together into something neat.

Hideo Kojima draws from how many influences and references and what he's got is something nearly nothing in the game industry can rival creatively.

Lucky thing about artists is that they aren't being guarded about their secrets like crazy, so you can go to some site like Permanoobs and get advice from experts near instantly.


bc0fce No.22226

What everyone else says definitely rings true.

*What you become as an artist is nothing more and nothing less than your experience and outlook combined with everything that you've taken in from artists you like*


56aae4 No.22275

>>22153

Create a briefing and a shitty moodboard, Get to know other people's portfolio and how they got to that result, there is a whole lot of university college nonsense involved but its not much believe me, just look into it and you'll have less difficulty in developing your own designs.




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