Lunatique
09-15-2002, 09:55 AM
Ok, here's my delimma:
1)I've planned a 10 minute animated short to be done in Maya, and will be spending the next couple of years to do it.
2)I'm pretty new to 3D, and would have to learn all aspects of production in order to do this project. A lot of people tell me it's impossible, but Tom Taylor did it. He made Dark Age of Light, an 11 minute 3D animated short in 18 months(using mostly Lightwave), doing it after work and on weekends. He also started on it as a 3D newbie too.
3)I've already started on pre-production, and will be moving into production when pre-production is done. But I don't have years to spend on learn everything--basically, I can't afford to do the "learn to crawl before you run thing". For example, When I learned to model, I didn't waste too much time doing all the newbie stuff like cartoon dogs and simple space ships..etc. I jumped straight into modeling a human head(http://www.enchanted.prohosting.com/3d/ruu/ruu.htm), and even though it isn't perfect, or even finished, I think I proved to myself that I have the ability to take advanced ideas and run with it and not waste time on very basic stuff.
4)So, now, I'm seeking out instructional material and try to cram it all in with the shortest time possible. I know I still need to do some scene tests to try out any new stuff I learn, and I will. But, I really need to spend my money carefully. Instructional materials aren't cheap, and there are a lot of choices. I've been looking at the learning tools from A/W and Gnomon, and I can't make up my mind.
The A/W stuff seems to be pretty general. They teach you the stuff by the book, and you'd have to learn how to implement them into your own production pipeline.
The Gnomon stuff seems very specific. They show you how THEY do it, in their production pipeline, and they show you all the neat tricks THEY use for their own work.
So, which ones are better for my situation? Should I go for the A/Wstuff, or the Gnomon stuff? Should I play mix and match? What are you experiences with the two companies' teaching material?
I know that all the answers I need are in the Maya Online Library, but the help files only explain how the tools work, not how to implement them in real life situations and what to avoid in a production pipeline. Learning how smooth binding works is very different from learning how to use smooth binding effectively in a production enviroment.
1)I've planned a 10 minute animated short to be done in Maya, and will be spending the next couple of years to do it.
2)I'm pretty new to 3D, and would have to learn all aspects of production in order to do this project. A lot of people tell me it's impossible, but Tom Taylor did it. He made Dark Age of Light, an 11 minute 3D animated short in 18 months(using mostly Lightwave), doing it after work and on weekends. He also started on it as a 3D newbie too.
3)I've already started on pre-production, and will be moving into production when pre-production is done. But I don't have years to spend on learn everything--basically, I can't afford to do the "learn to crawl before you run thing". For example, When I learned to model, I didn't waste too much time doing all the newbie stuff like cartoon dogs and simple space ships..etc. I jumped straight into modeling a human head(http://www.enchanted.prohosting.com/3d/ruu/ruu.htm), and even though it isn't perfect, or even finished, I think I proved to myself that I have the ability to take advanced ideas and run with it and not waste time on very basic stuff.
4)So, now, I'm seeking out instructional material and try to cram it all in with the shortest time possible. I know I still need to do some scene tests to try out any new stuff I learn, and I will. But, I really need to spend my money carefully. Instructional materials aren't cheap, and there are a lot of choices. I've been looking at the learning tools from A/W and Gnomon, and I can't make up my mind.
The A/W stuff seems to be pretty general. They teach you the stuff by the book, and you'd have to learn how to implement them into your own production pipeline.
The Gnomon stuff seems very specific. They show you how THEY do it, in their production pipeline, and they show you all the neat tricks THEY use for their own work.
So, which ones are better for my situation? Should I go for the A/Wstuff, or the Gnomon stuff? Should I play mix and match? What are you experiences with the two companies' teaching material?
I know that all the answers I need are in the Maya Online Library, but the help files only explain how the tools work, not how to implement them in real life situations and what to avoid in a production pipeline. Learning how smooth binding works is very different from learning how to use smooth binding effectively in a production enviroment.
