Skill Building Useful Project Recommendations

Hello! I’m new to the community but not Blender. However, my relationship with blender is… interesting. Or maybe it’s pretty common.

I’ve watched hours upon hours of tutorials on most aspects of blender (modeling, unwrapping, texturing, rigging, animating, etc.). I’ve managed to eek out a project or two on my own… but I find myself hesitant to really commit to my random ideas for projects for a number of reasons. I’ll respond to this topic with more details for any interested.

But before I ramble too long I pose my question:

What are some projects you’ve worked on that you felt really helped solidify your grasp on an aspect of blender and you would recommend trying?
Bonus points if the project was useful in another project.

Most of my ideas are like… I want to make a spaceship or robots or something, and I know those are just too complex for me to tackle right now. Some other ideas I’ve had are just rocks, but I don’t know. So I figured I’d ask what other people have done.

I’m hardly an expert on these things, but look at it this way: if you don’t start making spaceships or robots, you won’t ever learn to make them :slight_smile:

It’s like… for me it’s always hard to sculpt a hand. It’s still seems next to impossible. These things are weirdly shaped, have too many parts, with lots of nuisances I don’t really understand. Unfortunately, there’s only one way to learn to sculpt a hand - by actually doing it.
So you have to start eventually, even if turns out ugly first, second, and who-knows-how-many times.
There’s no sage old man who’d pat you on the shoulder and say in a dramatic voice “Now, you are ready” :person_in_lotus_position:

For example, you can look up some real-life industrial robot and model those for practice. Like KUKA robots or something - very sci-fi-looking things. Also very orange.

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This is very solid advice and I appreciate your candidness. I can’t even begin to think about sculpting a hand :laughing:

I have heard this before, and I agree it’s true. I do plan to just start somewhere, still not with spaceships and robots just yet, but the reason I went ahead and made this post anyway was to still just get others perspectives on their journey and maybe create a helpful resource for beginners along the way.

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While you may not want to start a complete robot or spaceship as a learning process you may want to consider modelling a specific part of it a few times with different styles to begin to create an asset library of options that all fit towards an end goal.

Consider this:
if you were going to model a car as an end goal; you could start by modelling steering wheel/columns. Continue modelling different styles etc then start working on dashboards. Analogue gauges digital gauges etc. Next maybe rims for tires.

By utilizing small goals that you can complete you gain some confidence in your work. By creating small pieces of a whole; you complete milestones towards a larger goal while maintaining reasonable objectives. By generating your own library of assets that you can drag into new models when you do build up to larger projects you already have many details complete.

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If robots are a thing you like, I’d suggest watching a few of Polyfjord’s videos on YT. Some of them are about making robots, like this one from a couple of years ago:

Despite the title, this one is not really a tutorial (though he does have some, and I’d recommend them just for interest). But it’s interesting to see him build up his mechanical creations. Hopefully after a few vids it might make creating your own feel more achievable. Maybe give you some project ideas for small scale robots that you can later build upon, and should test your skills in a number of areas (maybe build an army of simple robots made using different techniques).

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Thank you for this awesome reply! I do try to break things into smaller goals, and once someone puts it out there it looks like it should be easy but sometimes, at least for me, it sometimes isn’t. Now that I think about it more from your example, though, my thoughts turn towards maybe working on a couple thruster designs :smile:

Thanks for sharing! I’ll definitely check it out. Just seeing how someone else goes about putting the pieces together can for sure be helpful.

The path to getting better at modeling anything, is modeling it badly countless times.

But, each time will be less bad.

It adds up, and eventually you’re focusing on “make good, even better” rather than “make this not be awful.”

Same with animation, or rigging.

Personally, the project I’m most pleased with is a geometry node setup. The final nodes are basically nothing like they were on Day One. But each day, each hour of “nope, try again” led to a win. Not only do you learn what TO do, you learn what NOT to do. Both of those are required, and depend on making mistakes.

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Everything I have done since I started working with 3D has been useful and helpful moving on.

The only thing I could say to qualify any of it would be to say, no matter what I did, if it was for a personal project or for work, I approached it professionally, learned all I could about that thing and did the best work I could do regardless of pay.

Just do that. In the moment. Whatever is next.

Do that. Do it well and do it a lot, move on.

Good words of advice here:

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With social media people forget that even “gods” of modeling/sculpting are making not so good models and only publish the best of the best

I know what You feel, OP. Don’t do the whole thing, make one piece, do it badly, think what is wrong, and try and do better next time.

Try to look for some tutorials, Blender Bob had some videos pf spaceships, but those were not standard tutorials.

With time You will look back and youll wonder amd laigh how silly it was you didn’t know how to do the thing

I remember I canceled couple of my projects simply because they required sculpting :stuck_out_tongue:

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I remember that initially I would just shut down my brain and start any random project. I didn’t care about the result or the purpose initially because I wanted just to use the software.

More or less the story goes like this:
• realisic characters: about a dozen of them, all failed
• cartoon characters: OK but far from perfect
• cars: about a handful of them, all failed
• airplanes: a bit OK, but still missing a lot of points
• furniture: super simple, usually constist of basic geometric shapes
• engineering objects (keys/caps/flanges/hinges): extremely easy

It looks like after so many fails, that it all went down. At least about 90% of all my projects were garbage but it was an essential step for trying and learning. In this sense, definitely I would not count all of this effort as “projects” (or failed projects) but mostly as “training” material.

Is not so bad though, that now I have figured many strategies and techniques to prevent mistakes from happening. Now for example if I start making a car once again from scratch (just like I first tried) I have all of the tools of Blender needed as well as the steps in the back of my mind. Is not like I am going without a clue, whatever I learnt in the beginning I will use it again.

So in this way of thinking, the worst thing to happen is either fear (that is difficult or overwhelming) either boredom (that is too much work). It all boils down to forget about the immediate results and think in terms of repetition.
[ With enough skills and with enough impressive projects, certainly there will be immediate results in the future, but initially the training phase is mostly related to resilience. ]

For now just create anything fun or random, just to do things in Blender. Within a few months definitely it won’t be bad to think more complex and ambitious projects. :stuck_out_tongue:

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When I started doing 3D I always had some projects in mind and that helped me to learn… But each time I set too ambitious goal so while I learned a lot each time I didn’t always managed to finish my projects… and when I finished some of them the result was a bit disappointing…
But in some few occasions everything turned out right :smiley:

Nowadays I tend to think differently, if my goal is to learn, then I tend to really focus on learning things, which mean there might not be some artistic result in the end…
Say I want to learn how to model a hand , then I’ll look at tutorials, do some trial and focus only on that…

Sometime my goal is more about doing something fun, then the purpose is more about applying the knowledge I gained…

Sometimes it’s a bit of both, but then I make sure I’m in a ratio where I know 50/80% of the needed knowledge, and I let the rest for learning along the way…

My point is that it’s much faster to learn with basic exercises, it’s also less frustrating because you focus on learning one thing at a time and there isn’t a artistic challenge on top of it…

On any project you’ll learn some stuff, but make sure the learning ratio is low and you set an project that is appropriate to your current level…
That way when doing a project you can focus on artistic stuff and also enjoy what you’re doing, rather to feel stuck each new step along the way…

When doing a lot of basic stuff the only remaining thing to experiment is how to manage complexity, and that’s where projects might come handy…
Because a complex project is just an accumulation of many simple stuff.
You might get faster to complex stuff by thinking that way… You can’t build anything if you don’t have a strong basis to support it !

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Some excellent points!

Art -

In my experience is a combination of technical expertise and vision.

This entire concept can get rather confusing and convoluted.

To add to this, there are different kinds of art. All however still following the same basic rules.

If you are asked to make a perfect replica of an existing product, there might not be any profound impact on society. But the same approach to that, and let’s say something that has some kind of message, is the same.

The main difference between the two is the message.

And the fact that one has to follow reality quite closely and one does not. And where art with a message is different from illustration, is that the most important aspect of it is the message.

However, and here is the catch. Great art always employs a great level of expertise in carrying out that message.

And that is what separates it from amateur work.

And to segue into my next point, you can’t talk about art in this context without mentioning someone like Picasso or another extreme, Jackson Pollock.

These guys did not just trip and fall into abstract bliss and by some divine intervention, spill out works of great art onto the canvas.

Both were accomplished artists in their own right with good fundamentals in art techniques and knowledge.

Look at some of the early work Picasso and you see an artist with a great command of art fundamentals and style. Not the later abstract art he was famous for.

And this “abstract” art was not random. It took years to perfect the technique of expression in this sort of cubist style.

The relationships of shape and form and a kind of intentional random composition, I would not go a far as to say were labored over for very long, nor were they in the end analyzed much consciously during creation.

But rather his technique had risen to the level that all these things became second nature. And were the result of months or maby years of experimentation.

I can’t say, I am not an art historian. But I know enough to say it was not instant.

Pollock as well. Early work was not his paint dripping technique. But when he did finally come to the point that he developed the idea to stand over the paintings and drip the paint “just so”, it was after a lot of experimenting. And it was not just random in the sense there was no care taken with it. There was a technical expertise he had developed that then went to the point it was second nature and he was focused on expressing.

I bring these two extremes to the conversation to illustrate the fact that art is a process of getting so fluent in your technique that the expression of what you are doing is unfettered by undo attention to and effort on technique.

So what this means is, you have to make a lot of art. What ever you do, do it a lot.

Only after doing it a lot will you get past the effort stage.

And it does not matter if it is illustration or replication, there are 101 techniques that go into that.

And in the end probably project oriented work is best. But in that work even there might be new things to learn.

So it is very important to set a project aside. And usually the best approach, to learn the fundamentals of that thing first, then come back to the project.

So for example, you are new to UV mapping.

You might have to break off and do some tutorials and practice on UV mapping.

Then come back to the project.

In a perfect scenario you have a ton of UV mapping to do. Good. Because you are going to need that for UV to become second nature.

So if you are on your own and not working (I was never in that luxury for long), you have to give yourself project after project of UV mapping.

If you get lucky and can do that on the job, the gods have been good to you if you have a year of that work ahead of you.

After that year you will be a UV expert if…

You make notes and identify the patterns and ways to unwrap that start to become repetitive.

It should get to the point that you look at any object and spend no time at all planning how to unwrap it. You just know. Because now you see all the simple connecting shapes. They are all always unwrapped the same with the same result, every time. And a complex object is nothing more than a series of smaller shapes that all get unwrapped in the same way as all the other similar shapes you have ever unwrapped

Get your favorite beverage, put on some tunes and off you go.

Same is true with retopo sculpting or anything you are working on.

Lighting can become just as simple and intuitive after lots of lighting scenes.

And so…

After years of work, you will start to become an expert in all these things.

Then you can open a studio…. Ha ha ha

Ok that’s what I did. I don’t recommend it…ha ha ha.

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