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Anonymous /d/11306079#11307275
6/10/2025, 1:56:31 AM
>>11306264
Throwing in my two cents.
>How viable it is to become a size 3D artist?
Depends entirely on your skillset and how much you're willing to learn. If you're already in the field of animation/movie production/illustration then you'll probably have an easier go of it. If your abilities lie outside of these fields, and you're learning everything from scratch, it's going to take longer. At any rate, it'll take as long as the amount of time you have to devote to learning how to pose/light/animate and ultimately tying up the whole thing together in a post production software like Davinci Resolve. I think it can be learned, and there's lots of great free resources out there (and pdf's that are easy enough to find). But ideally you already have some experience animating, or have an inclination towards it.
>How much skill do you need for it to replace a proper job?
You have to at the very least be able to animate at Scrag's level. He's pretty good, but his stuff can feel a little stiff sometimes. I think that's just because he doesn't have time to clean up his animations as much as he'd like, which is the biggest thing every animator complains about. Professional Pixar animators will spend 4 years animating 10 seconds, and STILL wish they had more time to further refine it.

The thing is, in order for it to replace a job, people have to know you exist (and that you're good enough). The only reliable way to achieve this is to slowly build up a follower count over the years by regularly posting content. Sure, sometimes you get lucky and gain a bunch of followers all at once, but that's pretty rare. One thing I've noticed is all the popular size animators (Scrag, Eskoz, Ashkiiwolf when he animated) all make their own models. If nothing else, it sets them apart from everyone else. If you can't make your own models, you have to able to at least animate well.