A bit philosophical question indeed, but I’m interested in what majority of people thinks…
To be one the same page, what I mean is a single person to be able to really model well, texture, uv wrap, import it into engine and then to be good at C++, programming game logic and all of that?
Now, technically, yeah sure, there is Blender that’s free and there is UE4 that’s almost free with C++/Blueprints and a person can learn everything if he puts time into it…
But what mostly throws me off is - in our life where we have so many stuff to commit our time to - like jobs/schools/colleges/girlfriends/friends/family is it good to split our time to these two sides? It would be awesome if you could do both, you could really make a fun game and hire some guys as time goes on…
But I don’t know, I consider myself a programmer (that’s what I’m also studying) and spending my time on learning 3D modeling makes me feel like I’m switching my career, like why don’t I spend the same time on C++/UE4 and be a better programmer and hire/pay for 3D modelers when time comes? At the same time, 3D modeling feels cool and knowing it side by side with programming would really be positive thing…
What’s your take on this? Are you in similar dilemma? If so, what and how did you chose what to do?
TL;DR: Is it wise for a someone to practice both areas or is it better to stick to one and excel at it?
Hard to say, certainly there are people who do both good coding work and good 3D work. But even in just 3D work it’s best to focus on one area and become really good at that.
That being said, I’m mainly a 3D artist but I can do a certain amount of coding–I wouldn’t take a job as a programmer, but I’ve been able to do what I need to on my projects at work.
If you are a solo developer (and maybe a small Indie Company), its not even a question. You have to have a more rounded skill set. Say, be half decent in programming, art, level design, & maybe even a writer. At least that’s what I need to be to be able to solo making my game.
Of course everything takes time, Art skill is not something you can master by learning a software, you need practice & commitment. Programming can be picked up fairly fast, but it takes lots of years to master. Its like carpentry for instance, it doesn’t take long to know how to use the tools, or their function, it takes time however to be a good carpenter.
The reality is there will be some things you need to give up, like some of your hobbies, or TV time, put in extra time, like learning a thing or 2 during lunch time. That’s what I do. When I have a break during work, I go to document page of UE4 or the forum to see if I can pick up some new knowledge, and I have an excel file I open so when I have an idea when at work, I can quickly type it in before I forget. In fact , I revised my C++ by following Cplusplus on the net using break time at work for a month or so.
There are 2 choices really for me, to either pick up the required skill/knowledge, or hired/contract someone. Being on a budget, the latter will be more limited, say having someone to make a few 2D artwork. No way am I going to afford hiring someone to make 3D game assert for me, or full time coding. That’s the life of a solo developer I suppose.
Of course, I presume things are different if your plan is to work in a big studio, where specialize skill are more sorted after.
I think it depends on what you consider a “good” modeler. Technically, 3D-modeling can be mastered in a couple of years. Getting the basics right will probably just take a few months and from there on it’s practice and trial + error (learning different ways to organize textures/UVs and make shaders, edgeflow, etc). What programmers often lack is a background of traditional art studies that a lot of good modelers have. If you just want to model realistic objects and make a realistic game it will be much easier than coming up with a unique artstyle and stylized models and textures. I think it helps to first establish a certain workflow that involves doodling/sketching, a bit of basic concept art and then the 3D modeling part. If you start out with the model right away it will probably just end up looking generic/boring, if you do some research and try to see the bigger picture of how your map/game looks, things will come together better and the whole game world will be more convincing.
I personally would concentrate onto one area so that you get very good in it. But when you are good in both areas, then do it. Go with both (but it will costs pretty much time)!
To put it simply, if you will be doing both things you will never excel in any of them.
The question is… is that bad in the first place ?
You don’t need to excel in something, you just need to be good at it, or very good. Or you can be very good at one thing and average on another.
Varied skill set will generally benefit you more as you go. You can understand limitations of people who work on different parts and for example don’t demand impossible things from them ;).
You can also work at variety of task. There is even job title for that. Technical Artist and people who can land it are far and between.
I’m doing coding and art. I’m not trying to pretend that I know everything in both of them. In art I focus on environments in programming on gameplay, and sometimes more low level stuff, but nothing on lines of rendering coding. Yet.
I certainly feel better, for the fact that when someone show me code I won’t make big eyes, and think WTF, but I can actually talk about it.
To excel in more than one field is possible. To be excel in 2-4 fields is not mission impossible, Now if someone say he/she can excel in 20 fields, then either he/she is a genius or bullst.
What is also true is, you cannot perform in both fields at the same time. If you are making art assert, you can’t be programming for instance, unless you master the lost shaolin art of spliting yourself into 2 of you.
Well the problem is my original question should basically address two things: 1) is it possible and 2) is it a good idea actually…
Some of you were spot on… The thing with first question, both areas are an okay-ish to get into but it’s hard for anyone to say “I have mastered (for example) C++, and I know everything there is to know about it” and the same can be said for modeling, while you could always learn what extrude is, bevel, merge vertices etc an experienced modeler would create better topology, would better predict how the edge loops should be etc… For example, Rama on this forum, I’m sure that he can even say that he learns something new with programming everyday while he’s working, that he’s never learnt it all…
So, to say, once you have mastered one move to second thing is a bit of understatement because even if I stick to programming I really doubt I could say at any given point “I’ve mastered it, time to move to modeling :)”
But since UE4 is game engine and all of us here likes playing games, I’ll put it this way… Let’s assume I have an idea for a game and I started building it… With an idea of presenting it to kickstarter one day and go from there (with the funds I’ll be able to further gather team and finalize the game)… Would 1) or 2) be better way to go?
I focus on programming… I make 100% of a game using a different colored cubes and basic placeholders that looks ugly But 80% of functionality is programmed in, I just need to swap the models and polish (but I don’t have the funds so I don’t do it, instead present the game with cubes)… I then create a video of it, showing everything in it’s glory and try my chances on kickstarter… Will the public appreciate the functionality (ie gameplay) and forget about models?
I focus on both… I make good looking models (not ideal, but still much much better than cubes and simple placeholders) but I’m only able to create like 40% of functionality because I spent time on modeling + I’m not that good of a programmer… I then create video of it, show everything and try my chances on kickstarter…
What do you think has better chances of succeeding? Note, same game is in question… So if you say well that depends on your gameplay etc, well it’s the same gameplay in both 1) and 2) so I think this question shouldn’t be as vague as it might seem on the first look…
P.S. “If you are making art assert, you can’t be programming for instance, unless you master the lost shaolin art of spliting yourself into 2 of you.” I want that
I have over 10 years experience modeling, have learned c# and now working on c++. I think its good practice to know all sides of the pipeline as more are becoming indie, everyone needs to wear multiple hats. Being able to do that greatly increases your chances of being hired.
Also the thrill of making a game entirely by yourself is…amazing.