I am giving up on 3D Modelling :(

Hello Guys!
I wanted to learn 3d Modelling, so I could do everything by myself. I have learned some of the programs for 3D Modelling, like Blender, Maya and so on. I am familiar with almost all the tools and I can do a lot of stuff with these! The thing is… that when I want to make a Model, I start doing it… but in the way, I get confused, bored, and I dont want to continue it anymore, so i just give up! This is driving me crazy! Sometimes the model is not that good for me, because it doesnt have the detail i want, sometimes I dont think that kind of model is appropriate and yea… all the work gets deleted. I dont know what I am doing wrong! I have heard people say that making design in a paper helps a lot, but sincerely, I DONT know!

I would really really really like your Tips guys, coz i am willing to become good at Designing, it just looks like a labyrinth for me!


I'm confused about why your title and forum choice are about game design, but your complaints appear to be about 3D modeling.

These are not at all the same thing.

Do you want to become good at designing, or at modeling? And why?

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Sorry. It was just a mistake of mine! Basically, I want to become good at modelling, because i like it in general, and I would like to make cool stuff using my imagination and programming! Programming is a skill I already own, but 3D Modelling doesnt seem to be the same!

I did the same as you. I started many times, quit, started again. Finally I realized that I needed to be able to model, at least a bit to fix problems with purchased models or to make matching items. I stuck with it and now I can model. :slight_smile: I did start using Maya rather than Blender, which really confused me. Maybe you just have the wrong tool.

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Thank you for your tip! But the thing is, I dont use it for editing stuff. I want to create my own. I like to combine programming with modelling. Programming is REALLY Fun for me, and the modelling is also supposed to be, because i have a really extended imagination :smile: , But things are not working out. :frowning:

I started modeling to fix models. I now make my own. :slight_smile:

One thing I find from people who want to learn something new is that they want to start on top and if they can’t, they give up. My own daughters do this at times.

However, you have to start at the bottom and climb that pyramid and defeat that learning curve. You cannot avoid it. If you try to skip ahead and make a fancy automatic weapon, you will become frustrated.

Go find some tutorials of simple things, crates, barrels, houses, etc., and start following them, every step of the way. Take your time, make them as good as you can. If they look bad, start over. Doing this will teach you how to use the tools for your 3d modeling program. You will start working faster and faster. Eventually, it becomes much easier. But…it will be frustrating and tedious for a while. :slight_smile:

If you get through the frustration and tedium, you will learn to model. If you give up, jump to making a character before you are ready or a super duper killing machine, you will become frustrated. You didn’t learn to read by starting with Shakespeare. You started by learning the sounds of the alphabet and then how to put them together in simple words, like Cat. The boring barrels and crates you are your simple words.

My guess is you will learn quickly if you can use this method and not give up. One thing to remember…start each object from a primitive. So if you want to make a crate, add a cube to your game and start modifying that. A barrel might start with a cylinder. Believe it or not, I didn’t start that way with my first model and it was a huge mess. lol

I have learned a lot in the past couple of years. Good luck to you!


I'm not sure how long you've been learning it, but for me I became comfortable with modelling when I had a standard workflow and approach. I also suffered a fair bit early on, mainly because I would feel like it was a totally new thing every time and that I had to 'create' the workflow each time. But now I approach things in a fairly standard way, with the same set of steps, and I feel like it takes a huge amount of uncertainty off my shoulders.

For example, it's important to me to model the shape/form first, then add medium-sized details, then smaller details, and I usually approach these steps with the same tools and methods each time. And it should always look balanced, pleasant and complete at every step of the way, even at the beginning when there is just the form.

Also I basically copied workflows and methods off CGCookie videos when I started out and over time adapted them to suit better. I really recommend that site.


If you want to combine programming and modeling, why not try something like procedural modeling? Houdini seems like a pretty sweet tool (but it's also one of the most difficult to learn).

Also, are you trying to make models way out of your skill range? If you're just starting out, don't expect to make the next dragon for Game of Thrones. Start with something simple, and when you finish a simple piece, move on to the next one, and try making gradually harder models. You should also leave out normal maps and spec/gloss maps during the beginning, as they just make the whole process so much more complex and time consuming. And don't worry about vertex counts in the beginning, just try to make something.

You might want to try different tools as well. There are more than plenty 3D software out there (3ds Max, Maya, Cinema 4D, MODO, Blender and Lightwave just to name a few) and the tool you're using usually affects the way you work a lot.

Also - I'll be a bit harsh here - you can't expect us to convince you to keep doing 3D modeling. It is time consuming and definitely not easy. If you really want to be good at it, you'll have to do a ton of it. In the beginning your work will most likely be terrible (we've all been there), but once you've made a few projects you'll definitely see improvement.

And as a little side note; if you want to learn more about the theory behind 3D modeling for games I highly suggest checking out the Polycount wiki, as it's one of the best learning resources, as well as the Vertex e-books which provide a ton of great insight about the craft. Video tutorials are a good resource as well.


Just as with everything else, there are no shortcuts. You have to do the hours.
Best advice I can think of is to have patience and keep trying :)


I support quitting in all its forms. Kudos.


You need to figure out why exactly you don’t enjoy the process. I remember my first steps into 3D modelling - back when I was a child - to be pretty interesting overall. I started out with moving primitives in a quake 1 level editor and I was blown away when I saw how much easier modelling gets, when you use a tool that is actually intended for it (Milkshape was my first). Sure I abandoned lots of projects too because they were too big and I got discouraged by lack of progress. But it sounds a bit like you just don’t enjoy the task and learning it at all.
Also… less than optimal choice of forum, “polycount” is the place to be if you want to learn 3D modelling.

Of course, you don't have to learn to model. :) I do not program...I don't like it, and the thought makes my head hurt. I am fortunate enough to have two programmers who do that dirty work for me. I enjoy modeling and so it helped me to get through the difficult parts.

No one says a game developer has to do it all. You either find an artist pal or you spend money on art assets.


Is it really supposed to be though? Only a relative few developers actually take on every aspect of development. Most will simply specialize in one area and make up for it by contracting out work, buying up existing assets, etc. I’m the opposite of @Teila , I have no problem with programming but I largely cannot make artwork. It isn’t for a lack of trying either.


Who wants to do non fun things? Make yourself a good programmer, and team up with a really good artist.

You’ll make far more progress specialising in the things that interest you and letting others specialise in the things that interest them.

Edit: Don’t give up, outsource.


It's fair enough to say, don't do it if you don't like it, but for what it's worth I want to add one thing: transitioning from programming to art and vice versa for me is not pleasant, they clash on some emotional level and I'm usually irritable and annoyed and very unproductive when I switch. I've learned now that I need to acclimatise to them for a while before I can really be productive, and to minimise problems I usually do them in large chunks of time (e.g. a week spent mainly on art/or a week spent mainly in programming).

I know it sounds melodramatic, but it's real for me at least. During art creation I need to be stimulated and emotionally sensitive, I usually spend a lot of time browsing inspirational art and listening to emotional, dramatic music when I start it. On the other hand, for programming I can't concentrate unless I relax and de-stimulate (usually classical music - or none at all).

So if you really don't enjoy it, then yeah, just hire someone. But to give yourself the best chance of success bear in mind that you need to be in the right mindset for the job at hand.


I think you might be on to something. Please check out this two-part article:


It sounds interesting but I haven’t actively tried the method yet. Maybe it gives you an idea where that clash could come from on a neuro-science level.

I feel pretty much the same as you describe, but the thing is, I can’t fully switch to either state, I’m permanently trapped between both in my thinking.

You know what happens when you get trapped in between? You enter the wretched state of believing that procedural generation is viable! :hushed: :smile:

Wow, I scanned those articles and will read them fully later, they look very practical. I would say I’m a bit like you, in that I’m usually in between. But I haven’t really tried to completely fall into the art side of things, might be an interesting experiment.

The article touched on one thing that I think is particularly important: artistic flow requires self-analysis to go away. When you’re programming, everything is governed by the rules and logic of efficiency, and you need to follow them in order to reach something that functions the way you want it to - so you need to be always critiquing things by whether they make logical sense. But for art creation, you need to stop thinking this way and sort of ‘let yourself go’, in the same way for example of you were singing on a stage, or you’re at a club trying to cough talk to people, or whatever … the moment you analyse yourself everything becomes slightly nonsensical and it all grinds to a halt. You have to approach it from the simple point of view of emotional gratification, you have to take the leap of faith of guiding yourself by emotional impulses and nothing else, and totally forget about what makes sense.


Like any artist would say, just keep doing what you're doing, sometimes, it's not fun but you can make it fun yourself. I do 3d modeling to sell assets and I also draw 2d art. Sometimes you need something to make your work easier, like maybe find the appropriate modeling software/ drawing method that works better for you, then you can actually get to properly model something. It's a come and go process and unfortunately for 3d modeling, there is no fun way to do it, you just have to make it fun yourself and keep working on it! It caught my attention that you said you got bored of it, Maybe it's not what you actually want to do or maybe you just get tired sometimes but don't worry, it's normal!


you need to make plans :) I don't know how good your drawing is, but whatever you can do to make your "goal" clearer for yourself is probably gonna help.
When I started with 3D modelling I always had the impression that I would need to be able to use it like a pencil on paper, no pre work, no references etc. and I was very wrong with that. As long as I wasn't really comfortable with whatever program/technique etc. I used, I couldn't "just" play around and be creative within that program and I learned to accept that I need guidelines (not only for 3d modelling tbh).
so, my advice would be to start planning out what you want to make...in words, in sketches, in kids clay, in references(google) or whatever else that comes to your mind that can conceptualize your idea and then be used as reference for your 3d model.


…also don’t forget to see your work through the end and don’t lose the determination to finish something! Getting something done will always give you a amount of satisfaction.