![]() ![]() Because of that, even though it can be good to know some 3d for that kind of job it is absolutely not a requirement. While concept artists may use 3d tools, the only thing that really matters in the end is the picture/design they produce. The job of the concept artist is to come up with the designs (using any means necessary, from charcoal sketches to digital paintings, or even sometimes using physical kitbash models) and the job of the 3d artist is to take said designs and interpret/reproduce them in a way that fits into the desired 3d pipeline (game or film). I believe you are being mislead by what you are seeing online, and also being confused by the terminology.Ĭoncept Artist and 3d Modeler are two very distinct jobs (with sometimes some overlap, more on that below). "I started learning 3D with the aspirations of becoming a 3D-Concept Artist" I would surely welcome that, and promote it in the Blender community. Michael, you might want to consider embracing the rapidly growing Blender community by integrating a bridge between MoI and Blender. That's why I think there will remain a place for MoI as a complementary tool next to Blender. Just about the only area where Blender still really sucks is NURBS. Right now they're focusing on Geometry Nodes (procedural modeling with nodes), going for the Houdini users. I'm not a fan of Blender wanting to be everything, including a full-fledged 2D animation tool and video editor. Too bad Max is still not available for macOS though. For example, they've integrated a really good quad auto-retopologizer that's comparable to ZRemesher / Quad Remesher, and they recently introduced an affordable Indie subscription. 3ds Max likewise, although I've got the impression that Max is making a slight comeback lately. ![]() When it comes to polygon (subdivision) modeling, I tried Maya a few years ago, and think it's dated and bloated compared to Blender. Right now, ZBrush is slowly being caught up by Blender's Sculpt Mode being supercharged by a gifted Spanish developer, but ZBrush still wins when it comes to a consistent, unified workflow, high-polygon sculpting, quad auto-retopology and more. ![]()
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