Here are some of the points mentioned in the video. In order to improve anything we need to find and isolate what exactly is there to fix and improve. The most common reason for learning and growth frustration is this. Our current skill level does not match the skill requirement of our task. How we build our skills matters as much as what skills we build. Our action today becomes a habit tomorrow and a day after that. We can start here: - Learn the software and master hotkeys - Start small, and keep it simple - Practice proportions - Practice topology - Create case studies - Keep a library of references - Create and create again (Do not be afraid of repetition) To truly level up our skills, we need to dedicate our time. We need to focus on our practice and be patient in the process. Laser down your workflow weaknesses, isolate them and convert them to case studies. Level up your case studies from simple to complex over time. The learning curves may be steep, but there is a peak on top of that curve. So yeah... thanks for being here, and lemme know your thoughts! -mario ..
This was very helpful! I just started your Maya masterclass and have learned a lot about topology so far. I was wondering if you had any recommended workflow resources for optimizing topology for a low poly version something more in line with game assets? I've been enjoying the subd workflow for high poly but it seems to produce way too dense topology for something I'd consider in a game. Or is it just a matter of making a copy and then removing as much of the unneeded topology as possible
Yes the game workflow would be different where we make low poly based on the forms of high poly. I would recommend checking ChamferZone if you wanna explore game ready workflow further
Hey! Good question... I would say it's not really a matter of when but more a matter of attitude. Setting a clear goal and working daily to reach it. Many people who took my class had already in early assignments the mentality that would be considered professional. Focus and dedication to certain standards, self critique, open for feedback, and overall work ethic. Just my opinion, but I hope this answers it
Here are some of the points mentioned in the video.
In order to improve anything we need to find and isolate what exactly is there to fix and improve.
The most common reason for learning and growth frustration is this.
Our current skill level does not match the skill requirement of our task.
How we build our skills matters as much as what skills we build.
Our action today becomes a habit tomorrow and a day after that.
We can start here:
- Learn the software and master hotkeys
- Start small, and keep it simple
- Practice proportions
- Practice topology
- Create case studies
- Keep a library of references
- Create and create again (Do not be afraid of repetition)
To truly level up our skills, we need to dedicate our time.
We need to focus on our practice and be patient in the process.
Laser down your workflow weaknesses, isolate them and convert them to case studies.
Level up your case studies from simple to complex over time.
The learning curves may be steep, but there is a peak on top of that curve.
So yeah... thanks for being here, and lemme know your thoughts!
-mario
..
Thank you Mario! You are just not a 3D teacher, but a Life Lessons Mentor! Keep inspiring artists all over the world! Greetings from Peru 💯
longtime I'm on youtube. How possible is it that I don't find this channel? thanks man
Thank you so much as always for sharing your knowledge with us aspiring artists. Hope your channel will grow to the level it deserves! ❤️
Thank you for making such videos ❤️ easy to learn and always helps me to stay motivated to work more...keep up the good work man...cheers!!
Thank you for this video!
underrated GOAT
Thank you so much for the great advices! 😊
That's a bigass screen! Lookit them little Maya buttons.
This is outright down to earth proper not Ducky 3D like hollow advice. I wish more people can see that.
Very good!!!
thank you so much sir you are good teacher as well as best motivator too😊
Cool! Thanks
Thank you Sire
Dark souls in my 3D videos? subscribed.
im happy i came a cross this
This was very helpful! I just started your Maya masterclass and have learned a lot about topology so far. I was wondering if you had any recommended workflow resources for optimizing topology for a low poly version something more in line with game assets? I've been enjoying the subd workflow for high poly but it seems to produce way too dense topology for something I'd consider in a game. Or is it just a matter of making a copy and then removing as much of the unneeded topology as possible
Yes the game workflow would be different where we make low poly based on the forms of high poly. I would recommend checking ChamferZone if you wanna explore game ready workflow further
Can i ask you how long did you take (from the top of your head) to become a professional?
Hey! Good question... I would say it's not really a matter of when but more a matter of attitude. Setting a clear goal and working daily to reach it. Many people who took my class had already in early assignments the mentality that would be considered professional. Focus and dedication to certain standards, self critique, open for feedback, and overall work ethic.
Just my opinion, but I hope this answers it
Hold up, is this 3DS Max that you're working in? How is your UI so minimal?
This is Maya. Elementza has video on how to organize the UI
Here you go
ruclips.net/video/HfI0JxYCsGc/видео.htmlsi=Y2r0cXglYxye5hSp
3:12 Something seems to be happening here, automated retopo?
Only highlight adjustments