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View Full Version : So much to learn. How do you prioritize?


El Burritoh
09-06-2010, 04:44 AM
I've been doing serious CG for only 2-3 years now. Before that I spent 8 years doing photography, videography, and post-production. I came back to CG because it's what I'm really passionate about and want to excel in. I'm grateful for my sense of passion about it because there seems to be an endless list of new techniques and areas to study. I know that many of the forum members here are in specialized positions, but continuing education is still part of the job. How do you prioritize what you learn? Is it based solely on your job?

For example, I've been learning FumeFX, Particle Flow, Krakatoa and Afterburn at work, and enough 3dsMax to do that. I'm also trying to learn Python, because I'm tired of needing a tool and not having it, and Python is pretty universal. On top of that, my hard-surface modeling needs more work and my organic modeling is practically non-existent. More advanced rigging is something I want to explore as well. Not to mention the Mari beta that is coming up, or the fact that I know several 3D packages but am just now learning Maya.

When I list all that, it seems more like a list of all the things I don't know, rather than what I do. But this field is so vast that I don't feel too bad about that. There are only so many hours in a day, and no one hires you to do absolutely everything.

So how should one prioritize these things? It's not just me is it?

tonytrout
09-06-2010, 07:30 AM
Yes I identify with this, when you are working by yourself there is a whole pipeline to learn. I spend over 50% of my free time learning what I need to know, 40% experimenting, 10% doing stuff. I focus on what the need is, right now its hair,fur,MR

El Burritoh
09-06-2010, 09:02 AM
I'm torn between having to learn stuff for my job, which I really enjoy, and learning stuff just for me, which I also enjoy. Thankfully I like it all!

charkins
12-07-2010, 05:26 PM
I could tell you this at work, but I might as well post here for all to see...

I feel the same way. I think this is very common. In the 3d sector, I want to learn more about rigging, animation and develop my generalist toolset. But I also want to learn more and develop current skills in html/css/flash. But then I also want to learn more about motion graphics and post-side visual effects. But then I still need to develop my traditional art skills to balance out the technical side of this work.

It is simply impossible to do everything that I want to do, so I have a list of everything that I want to learn or develop, and each month prioritize which ones are most important to me. I have another list that has each day of the week and what my 'project' is for that day after work, and after the wife and kid go to sleep. My week is a mixture of html, 3d, 2d design and after effects work. Some nights I don't feel like that particular subject, but I try to adhere to my schedule. At the end of the week, I can look back and feel accomplished that I tackled everything on my list. It all comes down to making a list and being reasonable about what you can actually do within the confines of your "free" time.

Mrguy
10-09-2010, 09:35 PM
Well it's really good that you want to learn more. It's always hard to sit a computer all day working, come home, and want to work on the computer more for your personal project.

I agree with Chris managing your time effectively is key.

Now for me, I understand that there is just sooo much out there to learn. It's like.. you model a character so well, that you want to texture it, then when you texture it you need to light it well, then the tpose starts bothering you so then you want to rig it. I fully understand.

What I do is create vastly different types of projects for myself. After I do a character, I'll then move on and make a room, then after that I'll move on and make a hyper realistic character, then after I'd make an environment, then a whimsical character. I know that when I model the room I'll learn about MIA shaders or portal lights or physically accurate lights. When I model a creature I'll learn about topology, Zbrush, Mudbox. ect.

So in a nut shell I don't go out and learn the MIA shader in maya, I structure a project that will best utilize that feature (while even possibly learning other stuff along with it)

handlebar
12-09-2010, 11:23 PM
Software is too fluid to learn, no sooner have you've nailed something everything changes with the next upgrade and you end up chaseing your tail again.
I think it's better to teach yourself things that don't change, like the rules of composition, colour theory, anatomy, physical laws, lighting etc. Even these will take a lifetime to master.