A simple question posed in the 3D Artist Community ("What 3D software is commonly used in various industries?") led me down an unexpected path. After soliciting suggestions (mostly on LinkedIn), I compiled a staggering list of 144 different software options!
Naturally, the immediate follow-up question is often, "How can I possibly learn all of these?" The truth is, you don't need to. In fact, fixating on specific software might even hinder your progress.
Focus on Outcomes, Not Tools
When you say you want to learn software, the typical approach is to find tutorials, maybe try to model a donut, and then feel satisfied that you've checked it off your list. But a few months later, when you revisit the software, you're back to square one.
Tutorial-driven learning doesn't actively engage your problem-solving skills. You're simply echoing steps without genuinely understanding the software's capabilities.
When you follow a tutorial, you don't engage your brain in a way that encourages real learning. You're simply following instructions and mirroring the actions and values displayed on the screen. While this type of parroting might feel satisfying in the moment, you aren't uncovering the true skills needed to understand and work effectively within a software package.
Here's my strategy instead:
Find an introductory or "donut" tutorial for the software you want to learn.
Watch the tutorial without feeling the need to follow along. This will give you a basic understanding of the user interface (UI) flow.
Pick a simple project and force yourself to use this particular software versus what you were comfortable using.
Scratch, claw, and grit your way through until that project is complete.
You will encounter many barriers, but you will tackle each one at a time and by pushing your first project through from idea to finished product yourself, you will gain a stronger understanding of the workflow than any tutorial video could provide. This process of creation will inevitably teach you the software, but you won't be fixated on it; you'll simply be solving issues in the process of creating your desired output
.
The Importance of Deadlines
Deadlines are also crucial to learning a new workflow. Inevitably, you will hit a roadblock that will stop your work. You'll try a few things, but when they don't work, it's time to dive deep into manuals and online forums to find a solution. While this process may not be fun, it's key to learning and growing with something new. However, without deadlines, you may choose to put the project down and walk away from it to avoid this hard work.
I have probably 50 unfinished personal projects that suffered a fate like that. I would run into a complex problem, step away because it wasn't on a deadline, get distracted by another art project and never return.
Having a deadline removes the temptation to walk away. You must hunker down and grind until you find a solution. Even if you set a phony deadline for yourself, do it! It will help you remain focused on what you want.
While giving yourself a false deadline is cool, you know what's even cooler? Giving yourself a real deadline. That is, you take on a job or contract to do the work in software you don't know yet and believe in yourself enough to figure it out. This sounds crazy and super stressful, but I know dozens of people who have tried this, and not a single one of them failed to deliver.
The added pressure ratchets up the intensity and propels you toward the resolution. This approach may sound crazy, but it's more common than you think.
Craft-Centric Ideals
Focusing on outcomes rather than software is part of a larger pillar of how I approach my 3D career as a whole. Become a true master of the craft, not the master of tools or render engines. Strive to be someone who can easily flow from software to software since their underlying grasp of the base knowledge is intensely strong. Someone who, when faced with any adversity, whether it's a bad work environment or a scarily long list of software they don't know, learns to wash out that noise and keep laser-focused on the quality of their craft.
Software will come and go, jobs will come and go, companies will come and go, industries will evolve, and new platforms will emerge. But if you have a core understanding of composition and color theory and an ability to make something visually astounding out of any base elements, your skills will be transferable from role to role, company to company, and software to software. It will just be a matter of fumbling with the buttons for a few days until you figure things out.
So, What To Do With A List Like This?
Once I create the final version, keep it handy as a reference. Maybe Google search each software in an industry you're interested in to understand the broad capabilities of each tool. Then store it in a Chrome bookmark or print it out and hang it on your wall, and move on. It’s just meant to introduce people to new software and to be a simple guide.
Conclusion
Whenever you see references to software, don't allow yourself to feel that pang of "I must learn that software to be successful." Instead, store the knowledge of that software's capabilities in the back of your mind for later and get back to focusing on your craft.
The 3D Artist Community Updates!
Big Week in The 3D Artist Community!
The group is up to 16 people!
We have a VFX Supervisor, a 3D Fashion Designer, a Leader of Digital Content Creation for apparel, a Photographer and Art Director, and a true unicorn of the industry…an artist who has worked at the same VFX house for 17 years!
There is still time to join the community before this week’s AMA session with Brett Morris, former Design Director for The Coca-Cola Company.
We also have regular online meetups where community members can connect, ask questions, and make connections around the world (the group now has members from five countries!).
3D News of the Week
Free 3D Car Models - Behance
ZBrush for iPad- Maxon
Download Plasticity 2024.1 NOW! - Twitter
CGI Feature Teaser: “SCAVENGERS” by Illogic Studios - Vimeo
From Screens to Scenes: Inside Future Front Row’s Digital Catwalk - PI Apparel
3D Merch is here!
3D Tutorials
3D Job Spreadsheet
Link to Google Doc With A TON of Jobs in Animation (not operated by me)
Hello! Michael Tanzillo here. I am the Head of Technical Artists with the Substance 3D Growth team at Adobe. Previously, I was a Senior Artist on animated films at Blue Sky Studios/Disney with credits including three Ice Age movies, two Rios, Peanuts, Ferdinand, Spies in Disguise, and Epic.
In addition to his work as an artist, I am the Co-Author of the book Lighting for Animation: The Visual Art of Storytelling and the Co-Founder of The Academy of Animated Art, an online school that has helped hundreds of artists around the world begin careers in Animation, Visual Effects, and Digital Imaging. I also created The 3D Artist Community on Skool and this newsletter.
www.michaeltanzillo.com
Free 3D Tutorials on the Michael Tanzillo YouTube Channel
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