more rational learning

Good Day,

This is my first post here so I will quickly introduce myself
My Name is Felix and I come from Germany.
I am 14 years old and used Blender about 2 years now

My problem is that I actually feel like I really suck at doing big projects because I never really get an Idea on what I could do and start making something without a plan and hope I learn something. In the end of the day I´m frustrated and this is going all the week through 5 hours per day :(…

also my modelling techniques aren´t really good like proportions and shapes and I can´t really do anything with references. They just look complicated and I can´t extrakt single parts out of them.

if you could give me some tipps on how to keep learning more rationel or post some videos I would be extremely happy

Thanks for reading

This is a really complicated issue since everyone learns differently.

Some things i can add for complicated models:

1.Start with box modeling the different shapes
2.Try and break your model into different pieces (like real world objects)

Post some of your work, might be easier to give pointers if we have an example/s.

I’m the same way though I’m just a beginner.

I understand box modeling (or at least I believe I do) and yet I can’t take my meshes to the next level to get some really defined shapes.

I’ve loaded a topological model right beside my body mesh to study and copy and it’s embarrassingly difficult. I’m not really much of an artist so I probably don’t have adequate knowledge of how 3D shapes work.

You might have learned that it’s a bad idea to do so. I would recommend separating design from technical modeling because both are difficult enough separately, but almost impossible when combined. In other words, never start modeling before you can visually comprehend what you need to model.

Few stages in a pipeline (top row)
[TABLE=“class: grid, width: 750”]

Story, design/concept/visual development
modeling
texturing, rigging, animation, lighting, rendering, end use

sculpting, blocking, structure requirements/topology

[/TABLE]
These are divided by design (bold text) and technical modeling (normal text). The design stages/steps are where you gather information about what you have to model, or prepare for modeling, and the modeling itself is done to fulfil the model requirements from the next stages in the pipeline.

Modeling part can be split into multiple steps to figure out forms/proportions/design before jumping into model structure requirements and with that, looking toward the next steps in the pipeline. Sculpting and blocking could be used as 3D tools to make a concept (by concept artist), or a modeler could jump in designer’s boots to figure stuff out, or a modeler could use those to help modeling even if the design is already clear since they can help constructing a model.

References such as: sketches, drawings, paintings, photos, blueprints, modeling sheets, real life objects/people/animals/plants, video, anatomy references, technical descriptions, etc. are used in every stage in the pipeline.

3D animation pipeline http://animator.am/wp-content/uploads/2014/02/IMG_88578561594429.jpeg

Thank you all for your quick answers,

I get the point of really thinking about what you want to design and really thinking about it like you would build it in real world.
But if you want to make something that looks real you need to know how it´s actually build up.
So you need good references, where are you getting good references from? Just googeling? Or are there some good websites you can recommend?

Hi…:slight_smile:

It’s not easy to answer…You have seen ton’s of video…:slight_smile:

You could try go here http://blenderartists.org/forum/forumdisplay.php?56-Sketchbooks

Have a look of what other people do , many time they show how to do it…Clap clap

You could post Your project or model You want to make…And get help to it.

From another newbie

Tai