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A lot of people are inspired to get into art. However, they do not have the roadmap to figure out which path they should take. This might also include fellow patrons. Should you go straight learning 3D, or should you take a lot more conservative approach by learning 2D? In this diary, I would like to discuss the differences between both, their subcategories, what are the roadmaps to learning both, and finally a recommendation tree to make better decisions about learning between 2D and 3D.

2D Art

In order to learn to create 2D art, there are 2 Subcategories that you should consider focusing on. The first one is Vector-Based Art.

Vector-based art is an art that was created using vectors. This means that the quality of the image is not going to wear off until you export it into an image file extension (JPG, PNG, etc). Vector-based arts are primarily used for creating a company logo, due to their constant quality for any resolution, which makes it very versatile when companies try to create banners, flags, or even clothing with their logo in the respective object. As such, the demand for vector-based arts is primarily focused on businesses that want to improve their branding by creating cutting-edge merch, souvenirs, and more. However, any talented artist can create stunning vector-based artworks for other purposes, like character design, architecture design, etc.

Pros :

1. No image quality loss while resizing

2. Their Software is usually accompanied by excellent bezier, line, and curve tools

3. Artwork can be created only using a mouse.

Cons:

1. Unable to do complex gradient coloring

2. No brushes (no incentive to use a drawing tablet)

3. Artwork usually feels clean, corporate, and unnatural

4. Vectors cannot influence other vectors' opacity

5. Limited adoption

Software: Adobe Illustrator, Coreldraw

Pixel-based art is the bread-and-butter of 2D art. It is an art that was created by a collection of blocks that is called a pixel. Each pixel is only assigned a single color. However, each pixel can be influenced by the surrounding pixel by using any complex opacity or gradient tools provided by the software. 

This resulted in more natural coloring, which ultimately shows by taking a look at any high-grade digital pixel art that you often see in DeviantArt, Pixiv, or Artstation. As such, image textures of any pixel-based art are usually more than just 100% smoothness, 0% metallic, and 100% dielectric artwork. Instead, the ability of any Pixel-based art to provide roughness, metallic tint, and colored reflection to the object (instead of the white reflection of the dielectric object) gives character to the artwork. Which is the primary reason for its adoption worldwide.

Pros :

1. The availability and the complexity of brushes for complex gradient coloring, blur, smearing, fresnel effect, and more

2. The ability to open 99% of existing digital images on the internet, besides vector-based art

3. The ability to create images full of characters and personality

Cons :

1. Image quality breaks down if the resolution is increased

2. Limited options for mouse-based usage

3. Needs to own a drawing tablet for maximum experience

Software: Adobe Photoshop, Paint Tool Sai, Clip Studio Paint, GIMP, MS Paint

Conclusion: If you don't want to draw company logos or make merch, go straight to learn pixel-based art. Otherwise, go for vector-based art.

How do I learn 2D Art (My Roadmap) :

1. Tracing (understanding shaders and character anatomy is an important foundation of any art, keep repeating this process until you feel confident following lines)

1a. Plan what you are tracing (Plan)

1b. Trace the object (Do)

1c. Analyze what makes your drawing odd/unnatural (Check)

1d. Retry your tracing with the knowledge of your fault (Act)

2. Perspective (Learn about 1-point perspective, 2-point perspective, and 3-point perspective to draw any backgrounds and characters from different angles, keep repeating until you are confident)

2a. Plan which perspective you want to learn (Plan)

2b. Draw an object using such perspective (Do)

2c. Analyze what makes your drawing weird, and compare it to any object in your surroundings (Check)

2d. Retry drawing the same object with the knowledge of the previous fault (Act)

3. Artwork of specific anatomy (Learn to draw specific anatomy that is usually hard to draw, like hands, feet, breasts, eyes, and hair)

3a. Plan which anatomy you're going to draw (Plan)

3b. Try drawing the specific anatomy that you choose (Do)

3c. Analyze the problem of your picture what makes it weird, and compare it to real-life examples. (Check) [probably watching "adult videos" can help, but don't wank it while studying]

3d. Try drawing it again with the knowledge of your previous fault (Act)

4. Draw a full-body lineart (using your previous knowledge, try to draw full-fledged lineart before going to coloring)

4a. Consider following the (Plan-Do-Check-Act Principle)

4b. Ask your friends to review it, ask for harsh criticism and force them to tell its flaws (Check)

5. Coloring/shading

5a. Plan your coloring steps (Plan) [usually beginners start with the base color and put a black-colored layer with opacity afterward]

5b. Start coloring the object (Do)

5c. analyze what makes the coloring unnatural (check) [hint: use the coloring wheel instead of opacity to make it natural]

5d. Retry coloring the object with the knowledge of the fault (act)


3D Art/Modelling

3D artworks or models are not created in the same way as 2D Art. Instead of using vectors and pixels are created by using a collection of lines called polygons (or faces). Each polygon contains lines, and each line contains vertices (singular = vertex). Vertex is the smallest unit that creates a 3d model.

There are 2 pathways for creating a 3D Model:

Path 1: Connecting Vertices, edges, or polygons (Bottom-up approach)

This path is the most used method to create a model (at least in Blender, I don't know about the others). Essentially, the user will generate a vertex on certain areas. After that, the user will connect those vertices to create a face, which these faces will connect towards each other until it becomes a model.

Pros :

1. Extremely Accurate design due to well-established geometry

2. Ability to make efficient geometry with a minimum amount of polygons affected

3. Works well with modifier

4. Lightweight, starts with low polygons

5. Can trace design sheets easily

Cons :

1. Takes ages to finish complex models

2. Dependent on Subdivision Surface Modifiers to make it look good

Software: Blender, 3dsmax


Path 2: Sculpting Existing Mesh (Top-Down Approach)

In this path, users utilize any template mesh available on the software and sculpt it until it becomes a model. This path is commonly used by studios that put emphasis on model quality. The reason for that is that they need to create lots of models to meet the deadline. Usually, big video game companies like to use this method to make their models, before porting them (from Z-brush) to other software to reduce their polygons.

Pros :

1. Extremely fast in creating complex models

2. Feels natural, as it feels like creating real-life sculpture using clays

Cons :

1. Requires Extreme Skills and Talent in Geometry

2. Models are often non-symmetrical (Skill issues)

3. Good models have too many polygons and cause performance issues

4. Does not work well with modifier (always looks weird)

Software : Blender, Z-Brush

Conclusion: 

Which path is better? If you are using Blender, it is better to not focus on one path and instead try to utilize both of these paths. If you are a beginner, vertex modeling (Bottom-Up Approach) might be the best option. 

However, if you have a background in 2D Art, or if you possess extreme talent in Geometry, Sculpting (Top-Down Approach) might be the best way to start. If you want to know if you have a talent for understanding geometry, you can go to the nearest psychologist and take an IQ test. Usually, there is a section of the exam that tests your ability to understand geometry (sometimes also referred to as qualitative/implicit analysis). If you want to excel at blender, you must use both of these methods.

otherwise, if you use 3dsmax, use the bottom-up approach. If you use z-brush, use the top-down approach.

How do I Learn 3D (My Roadmap) :

1. Sculpting (Top-Down Approach)

1a. Follow the "Plan-Do-Check-Act" Principle as I explained in the previous section

1b. If you have no art experience or are not talented in geometry, consider starting at point 2 and then return to point 1.

2. Vertex Modeling (Bottom-Up Approach)

2a. Follow the "Plan-Do-Check-Act" Principle as I explained in the previous section

3. UV Unwrap

3a. Follow the "Plan-Do-Check-Act" Principle as I explained in the previous section

3b. Check out Blender Guru UV Tutorial (https://www.youtube.com/watch?v=scPSP_U858k)

4. Texturing/shading

4a. Follow the "Plan-Do-Check-Act" Principle as I explained in the previous section

4b. Find any "Blender Texture Paint" Tutorial on YouTube

4c. Learn about Fresnel, Dielectric Object, and Metallic Object (Blender Guru Link: https://www.youtube.com/watch?v=4H5W6C_Mbck)

5. Rigging

5a. Follow the "Plan-Do-Check-Act" Principle as I explained in the previous section

5b. Learn about the "Weight Painting" tutorial on YouTube. Weight painting decides which faces/polygons follow which bone.

5c. I will do a specific weight painting tutorial on this Patreon, so stay tuned

5d. Learn about the "Bone Constraint" tutorial on YouTube. Some of the important ones: Inverse Kinematics, Track To, Copy Rotation

6. Animation

6a. Follow the "Plan-Do-Check-Act" Principle as I explained in the previous section

6b. Hint: Animate The Inverse Kinematics Target, not the individual bones

6c. Don't forget to change the FPS from 24 FPS to 60 FPS in Blender (check for the printer logo in the right panel)

6d. Change the interpolation method from bezier to constant to avoid FPS problems (press T in Blender). If you feel confident with the keyframes, switch back the interpolation method to bezier

6e. Learn about the "Shape Keys" tutorial on YouTube.

Finally: Is it better to learn 2D art or 3D modeling?

Learn 2D if:

1. You don't have any skills in art (from scratch)

2. You want to make Company Logos or merch

3. You want to make comic books

4. You want to write a book

5. You want to work in a User Interface Department

6. You want to make an indie game but do not have the budget (it's faster than learning 3D and more performance-friendly)

Learn 3D if :

1. You have an art background (does not have to be godlike)

2. You have extraordinary skills in Geometry/Qualitative Analysis (if you don't have an art background)

3. You want to seep into the scarcity of the 3D artist workforce in comparison to the 2D artist workforce (This is me lmao, wish me luck)

4. You want to make animations in an efficient manner

5. You want to be able to reuse your work for time efficiency (instead of working for each frame)

6. You want to be a AAA game modder

7. You want to work as a 3D Asset Seller in Artstation, Unity Store, or other CG Store websites (3D Assets have better sales than 2D Assets)

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