Become a 3D Animator: Strategies for Building Your Dream 3D Animation Career | Madison Erwin | Skillshare
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Become a 3D Animator: Strategies for Building Your Dream 3D Animation Career

teacher avatar Madison Erwin, Animator

Watch this class and thousands more

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Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Watch this class and thousands more

Get unlimited access to every class
Taught by industry leaders & working professionals
Topics include illustration, design, photography, and more

Lessons in This Class

    • 1.

      Introduction

      1:28

    • 2.

      Find Your Why

      4:22

    • 3.

      Understand the 3D Animation Pipeline

      11:19

    • 4.

      Explore Speciality Pipelines

      8:23

    • 5.

      Navigate the Learning Curve

      8:14

    • 6.

      Survive Overwhelm

      5:34

    • 7.

      Final Thoughts

      1:21

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About This Class

Discover the must-knows of working in the 3D animation industry and where you and your unique goals fit in.   

Madison Erwin started her career as a 3D animator by teaching herself the ins and outs of 3D software like Blender and the workings of the animation industry. Just three years later, she’s gone on to work on projects like Spider-Man: Across the Spider-Verse, I Am Groot, and Doctor Strange in the Multiverse of Madness. Now Madison wants to share everything she learned and did to skyrocket her 3D career to the next level.

In this class, Madison will guide you through what she wishes she knew when first transitioning from a hobbyist to a professional 3D animator. No matter if working in animation feels like a distant dream or is starting to become a reality, Madison can help you jumpstart your career path by teaching you the different 3D animation genres, different animation pipelines, and the different roles within those pipelines. 

With Madison by your side, you’ll:

  • Pinpoint the driving force behind why you want to work in 3D animation
  • Learn the general 3D animation pipeline and which part most interests you
  • Explore the three main animation genres
  • Create your plan for getting your ideal role in your desired genre  

Plus, Madison shares all of the tips and tricks she wishes she knew before getting started as a 3D animator including navigating overwhelm and the learning curve. 

Whether you’ve been creating 3D animations for years and are finally ready to turn your passion into a career or you just started animating in 3D and want to know more about getting a job as a professional animator, you’ll leave this class on a sustainable and optimized path towards landing opportunities in the 3D animation space all with a dedicated career goal in mind. 

You do not need any professional animation experience to take this class. You’ll need a journal and pen or your preferred note-taking system to follow along with these lessons. To continue learning more about building a successful 3D animation career, explore Madison’s full 3D animation learning path

Meet Your Teacher

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Madison Erwin

Animator

Teacher

Madison Erwin is a self-taught 3D animator based in LA. Known for her acting and animation skills, she successfully freelanced for a year before taking a role in-house at Sony. Her work has been featured in blockbuster films like Spider-Man: Across the Spider-Verse, Doctor Strange, the Disney Plus Series I Am Groot, and hit game Kena: Bridge of Spirits.



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Level: Beginner

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Transcripts

1. Introduction: The thing that I love so much about doing animation every day as a job is I get to get up every day and play. I don't really get to work. Hi, my name is Madison Erwin and I am a 3D animator. You may have seen some of my work on the latest Spider-Verse movie. I've also worked for a few Marvel films, including the series I Am Groot, and I just started learning animation three years ago. This class is the class that I wish I had when I was first learning animation. At this point, you know that you want to get into the world of animation. You know that you love it, but you're trying to figure out where do you fall. That's what this class is designed to do. We're going to do some journaling problems to show you what different genres of animation there are, the different pipelines, the different roles within those pipelines, figuring out what your spark is, and finding a role that suits you best. It's that spark that's going to keep you going and it's going to keep your interest of animation alive throughout your career, and it's going to make it a sustainable endeavor instead of getting burned out early, you're just interested. This is the most exciting part of your journey because you're learning, you're getting interested in something, and you're finding that thing where you're like, oh, that thing, I could waste hours into that thing. At the end of this class, you are going to have a dedicated career goal. You're going to be able to dive into it headfirst and feel confident knowing that it's something that you want to do for a long time. I'm so excited that you've joined this class, so let's go ahead, jump in and get started. 2. Find Your Why: Welcome to this class. Today we are going to be going over all the different parts of the wonderful world of 3D animation, different parts of the pipeline, different genres of the pipeline that you can get into, and just all the different roles that you can find yourself in with 3D animation. All you're going to need for this class is a journal, a pen, and a sense of creativity. For these journal prompts, the biggest thing that I want you to go in with your mindset is, don't be married to any idea of animation. Any preconceived notions you have about animation, throw them out the window. We're going to be doing something different. We're going to be learning about all kinds of different parts of the pipeline, and you may find yourself really interested in something that you had never even considered before. Just try to have an open mind in this because you never know what is going to really ignite that spark in. The first thing that I want you to do is think about why. Why do you want to get into animation? Do you have a specific goal in mind? Do you have a vision of some place that you want to be in the industry years down the line? Or do you want to run your own studio? Do you want to work for a specific studio? It's really important to nail down the why you want to get into animation because that's what's gonna keep you going and keep longevity through this entire creative journey of learning animation. When I was first starting to learn animation, I had a journal just like this. I cracked open a new one. It was a lot uglier than this one because I just grabbed whatever was close to me. So my why was I want to work at a big studio. That was it. I had a specific studio in mind and I thought, that's the dream, I want to work for that studio one day, I'll be happy. Then as time went on, I started doing what we're about to do in this class, of going over the different parts of the pipeline. I learned more about different aspects, and it changed. It was still something I wanted to do. I wanted to work for a big studio one day, but my why changed from I want to work into a big studio into I want to animate life. That was my big why. I thought that was so fun to capture these moments that either were realistic or very unrealistic and put those into something that was kind of immortal because it was out there, it was for everyone to see, it was accessible. But that's what my why changed from, just from doing what we're about to do in this class. So I'd love you to write down what your first intuition, what's your why right now before you start learning about different parts of the pipeline. Then we're going to come back at the very end and see if your why is changed. Some different reasons for why could be anything but some common ones could be, "I just think it sounds cool. Animation sounds cool, it looks cool. I want to be involved." That's totally fine. Or maybe you have a really specific niche that you're like, "I want to work on the next movie of this studio is doing because I want to be in this specific department doing this thing." My why specifically, when I was first starting to learn animation was very goal oriented. I didn't feel like I was going to be successful until I completed this goal. But then as I started researching more about animation and the different parts of the pipeline I could get into, I realized it turned more into a philosophy rather than a specific goal, and that's why I think I've had a lot of longevity and has been able to do animation and learn animation in such a short time, because it ended up turning into something that's a lot more sustainable and sparks me every day versus, "If I got to this big studio, then what?" Maybe your why is gone at that point. But that doesn't mean to say that this is a bad why or this is a good why. They can very much be interchangeable, but that's the specific reason that mine changed, and you might see that happen to yours too. Maybe you are looking at this and you're thinking, I don't really have a why. I just kind of heard about animation and am looking into it. That's your why, interest. You're interested in it, and I think that is a perfectly acceptable why, and that's why we're going to come back and revisit this. Now that we've established what we're going to be covering in this lesson and what we're going to be thinking about, go sit down somewhere, grab your notebook. Grab your pen. Really think about it. Reflect of what you like about animation. Write your first why. After you have your why, let's go to the next lesson and figure out where does your spark lie in the world of 3D animation. Where we're going to overview the whole animation pipelines, all of them because there's multiple, and find where your spark will lead you in a role in animation. 3. Understand the 3D Animation Pipeline: In this lesson, I'm going to walk you through a very generic animation pipeline that can fit in any genre of animation, and we're going to see what interests you about it, what specific part of that pipeline is going to spark that joy in you that you can run with later. A pipeline in regards to animation is a system, a pipe of like a linear kind of system of how things need to move to get a project from a script, idea to final product that's out into the world. The first thing that we're going to do is find the generic pipeline. A generic pipeline is always going to start out with an idea, an idea/story. This is where you have your concept stage, obviously, this is what you're trying to think of, your idea/story, whatever it may be. This is going to start any project that you're ever working on. This is not necessarily a 3D art, but this is very crucial to any 3D project that you're ever working on. Getting more into the 3D side of things. After you have your idea and your story, usually you're going to go through something called concept design. This, a lot of times will start off as a 2D thing where people will be drawing, you know, illustrating different kinds of characters, sets, environments, everything that you need to tell your story. This is kind of where the birthplace of that is. A lot of times in concept there might be 3D concept, so this leads into our next part which is modeling. Modeling can have character modeling and then environment modeling, which are two kind of subsets of modeling. So environment, that's someone that's making, oh, I have this idea for a short film where someone walks into a bake shop. The bake shop doesn't exist, so someone has to model that. So they have to sit there and make it like a set in a film or something else, and that's done with 3D clay. So character modeling, the same thing, they're going to model the character that they've come up with, the concept and the designs about, and they're going to make that into a 3D physical digital asset that can further be pushed down the pipeline to be animated later. After modeling comes something called texturing. Texturing is where we take this model and it's going to be this gray model that doesn't have any colors on it, doesn't have any materials, it's just great, it looks like clay. Then they're taking it to another department that's going to either texture it, so they're going to give it different materials. If you have a character that needs to have a gold necklace, someone needs to make that necklace piece gold, and they need to make it reflect. Because it needs to be reflective whenever the character is moving around. This is a place where you're also going to paint the characters. You're making a skin texture, you're just making it look alive. A lot of modelers will also do a lot of their own basic texturing, but once you get into bigger kind of studios or corporations that they will have usually separate departments for both of these things. After we've gone through modeling and text screen, the asset will next go to rigging. This is where we take whatever we've modeled, so usually this happens to be a character. That's the most common form of rigging. It will be character rigging, so you get a character, you get the T-pose of the character. It's just solid clay, It's digital clay. It can't move yet. So what we need to do is go in and put joints in it and put controls together so that we can move this character. Instead of just being static, we can actually move the character around. The next part, which I may be biased, but it is my favorite part, is animation. Animation can encapsulate several different things, and this is the part that a lot of people when you say I want to get into animation, they think that you're an animator, which is what I ended up getting into. That's my niche, that's my spark. But animation is where we're bringing characters to life. We're bringing sets to life. We can bring anything to life, and we're just making it move. We're breathing life into it. After animation, we'll be animating something we send it down the pipeline. The next it goes to is CFX. This is the department that will be taking the clothes that the character has on and actually making them look like cloth or they have maybe when we're animating them, they have what looks like a helmet of hair and then the CFX department will take that and they will make the hair look like it's individual strands that are moving. Now, this is also a really cool part of the pipeline because this is a very technical part of the pipeline. There's a lot of equations involved. You know, you're trying to see how gravity would work on different kinds of materials or different sorts of velocities or viscosities of things so it's a very technical part of the pipeline that is very much grounded in reality. A lot of times you're trying to make things behave in a certain way that's simulated and not specifically animated. So sometimes animation and CFX are very work, very close together. Because let's say I'm an animator, I've just animated a character getting into bed, so they have to pull up a big blanket. Now I might animate them pulling up the blanket, but the CFX artist is going to take it and make sure that the blanket looks like the whole thing is moving. Because if I had to move every little fabric of the blanket, I'd be there for a long time. So after CFX artist is working on it, sometimes these two things happen in tandem. It just depends on the studio, depends on the artist. But usually what happens next is lighting. Lighting is when we take all of this that has already been done, the characters in the scene, there's an environment, it's pretty, there's nice colors and then what's going to happen is someone is going to light the scene. Imagine that you have just a dark room, there's no lights, and you need it to look like a sunny afternoon. A lighter is going to go in and put in fake 3D lights and it's going to simulate like what a sun would be like, what the clouds would be like reflecting on the face of the character, or maybe a car passes and you can see the headlights or the window of the shop that the person's walking past is reflecting the different lights that are around the city. Because when we are working from concept all the way down to CFX, usually we're working in what would be considered the viewport. If you're working in blender, what you've seen in the viewport when you're animating. Usually, it can look good, but usually, it looks pretty flat. You know, it's not very lit, it doesn't have life in it. You're not seeing super shiny glasses on your character. Once it gets to lighting, that's when you really start to see the beauty of like, oh, it feels alive. Now there's materials. Maybe the lips look like their actual lip texture instead of just painted on. Maybe the skin actually looks a little translucent whenever they move around. Lighting really brings life into a character and is an animator's best friend because it hides a lot of things that we mess up in animation. So lighters, always your best friend. Always good to have a lighter on your side, so after lighting marketing. This is something I didn't even know until relatively embarrassingly recently, that marketing is a huge part of a lot of different pipelines because once you have all these things done after it's gone through lighting rendering, which this can also be called rendering, It's pretty much a final product at that point and usually with a film or video game, or even especially even with creating your own digital assets to sell on a marketplace or something you need to market it. I worked before on a feature film, didn't know that marketing was really even a thing, you know it's a thing but you don't really think about it until you're actually in it and then I got to see some of my work I did. I had to pose some characters out and I saw them on a popcorn bucket. I'm like, that's really cool and really weird. That's a kind of a fun part about animation that's kind of a specialized thing and is interesting, kind of encapsulates all of the different parts of the pipeline. But it's kind of its own little offshoot, going through these different parts of the pipeline. Just think about the fact that there are people and roles behind every single one of these. Different parts of the pipeline are going to attract different types of personalities and people and whatever you're interested in that usually drives you towards a specific part of the pipeline. For example, maybe you're a big ideas person. You like figuring out a story, problem-solving issues in your story, or an idea for like a product that doesn't exist, that could be you, or a concept designer. Someone is very interested in taking that ideas part of the pipeline and then seeing it in reality. Instead of just coming up with ideas, you're actually testing them out. Modeling is a lot of times attracted to people that really love sculpting. You know, if you've ever worked with clay or Plato, it's very much like that, but you're doing it digitally. Texturing, it could be for people that really love painting, they love illustration. You know it's painting over a 3D model. Maybe both of those things sound interesting to you. Maybe you're like, oh, I really want to sculpt a character and then I want to make sure that they have all the colors right and I want to color their shirt and their hair and their skin. Rigging is for people that are very technically minded. It's very similar to puppetry or if you've ever seen someone that's worked in stop motion before, all the characters have an armature. You know where they can move around and it's a very technical mathematical art. Animation as if you're insane like me and you just love making things move and you love telling stories. Maybe you really love acting. That's something for me that really brought me towards animation. Just thought that's so fun to be an actor for anything. I can be a super tall guy, that's like super burly Viking, or I can be like a petite little girl, like fairy, or I can be a dog, or you know, you can be anything. CFX is also kind of similar to rigging in terms of it's a very technical skill, but also you have to have a lot of artistry with it. Lighting and rendering. Maybe you love lighting, maybe you love making things look very lifelike. I think that's a really interesting part about lighting is you get to play around with making these characters kind of come to light and then marketing, if you're just kind of interested, and one of these things. But maybe you kind of want to do it all a little bit and think it's cool when you're like walking through Target and you see one of the toy boxes of a film you worked on, and you see a character on, it's like that's so cool. You never know what you're going to be able to find, so that's kind of just a basic overview of what a generic pipeline will be. What I want you to do now is break out your journal again and I want you to really think about all these parts of the pipeline that we just talked about. What I did when I was first learning animation is I did exactly this. I wrote everything down and then I picked three that really stood out to me. I want you to do the same thing, so for me specifically, I was like you know what, sounds really cool, modeling, and then animation, that sounds really cool. That could be something I'm interested in, and then lighting, maybe? Lighting. I wasn't super interested in lighting, but I was like, I think I could be interested in it. So I want you to sit in your journal and I want you to write down three parts of the animation pipeline that you feel like either, I'm definitely interested in that, or I could be that sounds like something that matches my prior skills or something I'm previously doing. Take those three things, write them down, and then I'm sending you on a research mission. If these are your three things, I want you to search in Linked in Instagram, any kind of social media you can get your hands on. Even do a Google search. Research, 3D modeling, and usually when you research something a little more narrowed down than just 3D animation, you're going to find artists. Top artists are going to show up that are industry specialists in their field, and you're going to be able to study their stuff and think of, why do I like this model that this person did? Or that's cool or I don't really like that one as much. I did this when I was first learning animation and I've researched modeling and I thought, it's really cool when they like sculpted. I've always loved clay. Maybe that would be something I'm interested in, and then I researched animation and I was, that's my thing and I barely even researched lighting after that because I thought animation was so cool. I definitely knew that that was my spark. So that's what I want you to go do. I want you to look at these three things and find which one really sparks something in you. So in the next lesson, we're going to cover the different genres of animation. 4. Explore Speciality Pipelines: Last lesson we talked about the generic pipeline that follows a similar thread, but now we're going to be taking that generic pipeline and seeing where it fits in the different genres of animation. For this lesson, we're specifically going to talk about three different pipelines, that is feature animation, movies, film, and then video games, and then we're going to talk about asset creation. Maybe you really love animation, you want to be an animator, but you could also be an animator in feature film or you can do be an animator in video games or you can be an animator working with assets, making assets that people can animate themselves. It just depends on what genre you want to get into, but you can take whatever we figured out in the last lesson, whatever you wrote down in your journal. We're going to take those three things and see how they fit within these different genres of animation. The first genre that we're going to talk about, and one that is very near and dear to my heart specifically is feature film. The biggest thing that I would say that differs about this pipeline, again, taking that same generic pipeline, everything's going to fit into future film with that, but it is a huge endeavor. It is very collaborative. That is its own thing. It is a beast. You're going to need a lot of production and coordinators, and lots of back end just to help get the project moving, because depending on the scope of the feature film, you can have upwards of 100 plus animators. That's just animation, not counting modelers or any other part of the pipeline that we talked about in the generic pipeline. It's much more of a broad scope with animation and feature film. If you're thinking about I really want to be a modeler and I just want to work by myself and I want to take something all the way through the pipeline, feature film may not be for you because it is such a collaborative thing. You have to be able to work with people, you can't just isolate yourself, you really have to be not necessarily a people person. You can be more introverted, but you just need to be able to collaborate, you need to be able to give feedback, take feedback really, really well, because that's going to be 90% of your day to day work. The next genre is video games. With video games specifically, there's a lot of variables to each part of the pipeline. For example, an animation. As an animator and a video game studio, there's cinematics animators which are just working on the cut scenes that you see in a video game whenever you're playing through and the thing that people sometimes will skip if you want to, but you can watch and watch the narrative and the story unfold. That's a different type of animator versus a gameplay animator. That's going to be an animator that is animating the character, running around, jumping, ducking, attacks, different things like that, dodging. Those are two different types of animation, but within the same pipeline. Also, another part of a video game pipeline is modeling. When it comes to modeling, there's character modeling, of course. Environment modeling is huge because your characters always have to be interacting with the environment, and sometimes in future animation, your character really doesn't interact with the environment at all. They can, but they're not going to be driven by a player that's running around exploring. If I'm doing a shot in future film, my character can never touch something and it's totally just a flat image in the back. But with video game, you have to make sure that everything's cohesive, everything's working together because the player is the director at the end of the day. Then another part to video game genre of the pipeline is a lot of play testing. There's a lot of trying to figure out if what you animated or what you modeled, what you lit, what you textured doesn't work in the game. You actually have to put it in the game engine and play through and make sure that your animation isn't clipping through the ground and the characters falling all over the place. Or your model doesn't work, because now all of a sudden your character is a little itty bitty and the model's too big. You have to really check everything. There's a lot of cross referencing that goes into the video game genre. The third genre of the animation pipeline I would say is asset creation. Asset creation is making props, models, environments, any asset that you can sell on the digital marketplace. Instead of selling it at a store front, you are selling it on a digital storefront where you're giving people digital products that you are giving them licenses to use, to be able to use in their own projects, to be able to use in their own video games, own short films, or if they just want to play around something as a student. You take that generic animation pipeline and the only thing about asset that's a bit different is it can be a solo endeavor. Maybe you specifically want to create your own assets for animation, maybe you want to create a character all the way from step 1, from the idea I want to create this character to the final, which is the character is now available to sell. I have my own thing on the side where I work on this, just as a passion project that I love doing. It's a group of friends I've had for a while, we're all animators and we all work on assets together. We all have our different strengths, which is a good part, for instance, with my group that we create assets for animators. We create characters that you can rig and they're animatable and students can use them, people that are industry professionals can use them, anybody can use them, so we have to do a lot of animation testing. We have to make sure that the character can move, we need to do test, we need to animate it, just make sure that everything's working so that way it can be animated. But if you're just wanting to make a prop, let's say you want to model an environment and sell it. You want to model a little city street and sell it. You're not going to have to do animation testing on that because it's not a rigged character. It just depends, that's when the pipeline can change. You can remove parts of the generic pipeline when it comes to asset creation, but it's all asset dependent. Let's go ahead and summarize the key points that I've covered about these different genres of the animation pipelines. First one, we have feature film. Feature film. The specific things about this pipeline that are going to be different from the generic pipeline is collab. This one is huge about Collab. You can't do this solo, you have to be a people person. The other thing that you have to be is used to tight deadlines. That's a big thing that happens in film a lot of times is you're working OT. It's very exciting, but deadlines are a huge thing in feature film. Another one is video games. With video games, remember if you're making any asset, animation, any part of the pipeline needs to look good from every angle. Another important part is the player is the director. You're not in charge of cameras, it is up to the player figuring out what things go where. Player is director. That's a big part of it. Asset creation, that is the next part of the genres of animation that we talked about. The big thing about asset creation is it could be a collab or it can be solo. Could be either, depending on what assets you want to create. Another thing about that is parts of the generic pipeline can be removed. Sometimes you're going to be able to make a model that doesn't need to be animated ever. Maybe it's not even rigged, so maybe you can take rigging and animation out of your pipeline experience. Now that we've talked about these three different genres of different parts of animation in the industry that you can get into, I want you to take one of them that you're really interested in, that you're like, I could do that. Feature film sounds cool, or I want to work alone, I want to do my own assets, research, research mission again. I want you to go and research either something that you've seen before, I think is a really helpful way to research. When I was looking into this and I knew that there were different aspects and different genres of animation, I went and researched feature film. I went and watched some old animated films that I loved. I was looking at them with a new eye of like, I really liked animation and I like this feature film., that's really cool. I can see how the characters moving now, I'm really paying attention to that. Or if you're really interested in something with games, maybe go back and play your favorite game. Maybe you're walking around as the character and you see really cool environment, and you think, someone had to sculpt that. How did the person sculpt that? Do I like the way that tree looks? Or is that tree look weird? You got to look and see what these different parts of the pipeline and the different genres with a fresh perspective and a fresh eye really helps you narrow down the things that you like about it, the things that you don't. It's a good way to start training your eye artistically and technically at this point too. Even if you don't know specifically why it looks good or bad, I want you to go back, watch a film, play a video game, or even go on a market place and try to just see and observe what things you like, what things you don't, and same thing in your journal. I want you to write them down. Just write down your observations notes. I'm huge on note taking, as you can tell, and it's a good thing to be able to look back on, reflect later. Meet me in the next lesson where we're going to break down the steps of how to get into your chosen genre. 5. Navigate the Learning Curve: Welcome back. We are going to go in and we're going to start breaking down realistic ways that we're going to get to you, to your niche and the genre and the pipeline that you've chosen that you're really interested in. Whatever sparked you, we're going to break it down into realistic steps and just tips and tricks, things I wish I would have learned to get yourself up and running into a career in animation. One of the first things I just want to say that is an important thing to remember is we're going to write it down. Say it with me. Software is your friend. That is very important. It'll be your enemy for the most of the times that you're starting to learn animation. Anything dealing with 3D, the software is the most horrible part in my opinion. In a lot of people's opinion, the drop off I've seen of people that are trying to learn some genre of 3D animation, it falls off by like week 3 of them trying to learn simply because Blender is so hard to navigate. Or it's just there's too many windows, I don't know what's going on, I don't know how to click, I don't know how to like grab something. It's super overwhelming. The most important thing is not fight it. You're going to have to learn the software and there's this really difficult part where your artistic ability and just intuition of, oh, the things in my head that I need to do is not going to match your technical ability. You're going to start with your technical ability at a zero and your artistic ability is going to be here. You're just going to be constantly struggling to meet that and try to get to level out. Ideally, you want it to always be like stepping up with each other throughout your entire learning journey. But for right now, when you're first starting out, make friends with the software that you're dealing with. Don't try to fight it, but also just take it in baby steps. Being able to start now making your software, your friend, now your enemy. Learning the basic foundations that are going to set up a good workflow for you later in life is the key to this pivotal point in your animation learning career. The next thing that I would say is find your niche. Remember when we wrote down three things in our journal that we were interested in? We're going to stick with those. You're not about to go gallivanting off into the sunset with all the different parts of the animation pipeline. Because although you can learn different parts of the animation pipeline, and it's helpful, it's really important to stick with your niche. Or at least try to keep it narrowed down to like those three things or two things. Ideally one thing that you're really interested in that really sparks joy because you can't learn it all. You're going to be able to dedicate more time and have a much higher growth of your animation journey when you find your niche, and you stick to it versus bouncing around all over the place. If you know a little bit about animation, you might say, Madison, I want to be a generalist. Totally fine. That's a very separate thing where if you want to learn a bit about every part of the animation pipeline that we talked about, that's definitely doable. But you can't just expect to get really good overnight because that's a lot of steps. Start off learning something that you're really passionate about. The next thing that I want to talk about, very important to this day, I still am so happy that I did this when I was first starting out learning animation is good habits. You need to make good habits now so that way you don't burn out and you aren't just frustrated with the software later. An example of this might be you're trying to learn blender for the first time and it's overwhelming. There's so much going on. You get frustrated because you're just trying to make a simple something and nothing's working and the software is like messing up and you're clicking the wrong things. Give yourself only 10 minutes at a time. Then you make sure you say, I'm going to make a habit of, I work for, let's say 30 minutes and I go take a two minute break somewhere, or I take a one minute break. I walk around, I'd get up from my chair, I take a walk. Whatever you can do to make sure to instill these habits now so you're not running yourself into the ground and running yourself into really bad frustrations later that could be easily avoided. If I could circle this a million times, I could. Because this is so important for your career going forward and just in life in general. The next thing that we're going to talk about is our tried and true Blender. Blender is a great resource, it is free. I used Blender when I first learned animation, I used some very rudimentary courses online that were very simple. But just Gana gave me a taste of a little bit of everything that I was interested in, in the animation pipeline. I took a modeling course for Blender. I took a lighting course, and I took an animation course and animation was the one that stuck. Blender is a great resource to have, to be able to learn, to really play around with all these different aspects of the pipeline without wasting tons of money on something that you don't need right now. Right now, you just need to know, could I do this? Would I even like this? That being said about Blender, do not get attached to it and you need to be adaptable. That's the biggest thing, is it is a great resource to have. But like any software, as any artist, you want to have basic foundational skills that can translate to anything else. I started on Blender, It was incredible. I'm so glad that it exists, but I've used a lot of other animation software. Maya Auto Desk is like the biggest software that a lot of big studios or projects, video game companies, everybody uses some version of Maya or like Rumba. I mean, there's a lot of different animation softwares out there. Although you're learning Blender and it's a great place to start, make sure that you're not married to it. You step back a little bit and you're not thinking as soon as you get out and like get your first job, you're like, oh, where's Blender? This isn't the same thing, it doesn't look the same. You need to be adaptable. That also ties into what we were talking about with good habits. If you're setting up good workflow habits and you're learning in the right way and have the right mindset, you're going to be able to take all these skills that you're going to learn from a great resource which is Blender. Then you're going to be able to translate those later into any other software that you might need. Blender, good, but be adaptable. What I want you to do now is go into your journal and I want you to write down and come up with a plan of how are you going to make these study habits and this learning curve effective. How are you going to commit to, I'm going to learner. I'm going to try to teach myself blender every day after work for 10 minutes. Maybe 30 minutes. If you're feeling adventurous, maybe an hour depends on how much time. Find it adaptable to your life. But try to find a schedule that fits with you and your, something that you can do realistically too. Writing that down and having a good schedule in mind, or at least just a few guidelines for yourself to be able to learn. Animation is really going to help with that learning curve because it's much more manageable to sit down at the computer and say, okay, I'm going to practice Blender. I'm going to learn, I'm going to study for 30 minutes. That's a lot more manageable to deal with than this infinite amount of time that you just dedicated to learning 3D. That just is never ending, which can be exciting but also is not sustainable. A good example of this might be okay. I have my three things that I'm really interested in. I'm interested in animation, lighting modeling. Take those, rank them by your most interested, to your least interested. Mine was animation modeling and then lighting I was like, okay, so for animation I'm going to just view like a few courses about it. Just dabble, nothing serious. But I'm going to do this for a little bit. I'm just going to learn about what is out there in animation. I gave myself like a week where I could do that. Research one of those for a week if you really like it and you're like, oh, I want to learn more about that. Invest in a course, invest in something else that is a little bit more in depth. Then commit to that for two weeks, three weeks, however long the course takes to finish. Then I'm going to move on to my next part of the pipeline that I'm interested in. If I was going through animation, I'm really not feeling it. Maybe I'm going to commit to it for two weeks and then still not feeling it? I'm going to move to modeling and I'm going to move to lighting. Same thing. You're going to rinse and repeat for those same steps and see what really fits you and make sure that you're committing to things that were you're not jumping ship too early on. Something that you might have enjoyed if you'd just stuck it out for a little bit. Well, go ahead, write out your schedule in your journal. Once you've done that, come back and meet me in the next lesson, and we're going to talk about how to survive the overwhelm. 6. Survive Overwhelm: Now, we've figured out the different part of the pipeline we want to work in, maybe we've been learning for a while, we've set ourselves dates, we've figured out deadlines. We've started to learn more about animation and the niche that we're wanting to follow into. Starting to get overwhelmed now. Maybe it's been a few weeks, maybe it's been a few months, and you're learning and you feel like you're progressing, but maybe it still just feels so much that you have yet to learn. I remember going to that point in my animation learning journey at the same time where it was like, oh, I'm like having fun and I'm learning things. It's not that the spark dies off, but it's more just like, oh, it's getting a lot and now there's even more to learn. What we're going to do now is I'm going to give you three basic tips that I wish someone would have told me of how to be able to survive this overwhelming period in learning animation. The first thing is, don't rush. Take a breath, you're going to be okay. That's my biggest advice to you. I think a lot of times we want to speedrun the animation process, it's more about the goal of that big Y we talked about in the very beginning of, oh, I really want to work for this studio or I want to do this thing, or I want to get to animation because of this reason, you rush towards it. It's like this cheese at the end of the maze where you're so excited to get to that point that you're not taking a moment to enjoy the journey as cheesy as it is. But this is the only time where you can really dedicate 24/7 of your creative time to animation and just learning. Don't rush it, that's my first big tip. Don't rush, take your time. My next big tip for when you're feeling overwhelmed is use your resources. There are tons of resources out there for inspiration, guidance, help, support, that's the big things that you're going to be needing right now. Huge one is having a community, being able to find people that are doing what you're doing because it's no easy feat, you're learning animation, that's a huge world, that's a huge thing to learn, so try to find other people that are doing the same thing that you're doing, or have done it and have been there and can relate to you and cry with you, and be happy with you about it because it's a huge thing to undertake. Have a community, have mentors, reach out to people, pick their brain about animation and why they got into it. A lot of this is just getting yourself inspired to get out of that overwhelm. What I do is I go and I look for inspiration. I either watch some favorite films that I've loved when I was growing up as a kid that got me into animation, or I will go and research online, I'll look up creators that I know I love their work, other animators that I get really inspired by seeing their work. Or sometimes just leaving animation for a minute and going and doing something outside of animation, doing something physical, going on a walk. In order to be in any part of animation, you have to live a life outside of animation. Because doing just animation, you're not going to be true to life if you're not living the life. The next one on our list is use your resources. Very important. My third thing for surviving this overwhelming world of 3D, I'm so sorry, I'm going to have to say this, show your work. You need to show it to other people, you need to be able to have feedback, you need to have support through people, good and bad with your work. It's so scary, I know it was so scary for me when I was first starting out in animation because I felt like I had no idea what I was doing. I was throwing stuff at the wall and hoping it stuck. I had no idea. The only way that you're ever going to be able to get better is by showing it to other people that have been there and have more skills than you do. It can be weird to have a critical eye on something that's a creative work, especially if you're not used to that. But you're going to, no matter what part of the pipeline, what genre you're in, you're going to have to share what you're creating. Start with that now and get used to that because that's going to be your life from now on. You're going to get better by keeping all your stuff to yourself and just hiding it away, you're going to want to show it to people and get feedback and get support too because people saying something good about your work goes a long way, especially when you're first starting out and you admire the skills of the person that you're showing your work to, so that can really help dial down the overwhelmingness of it because you know you're on the right track when you're getting good feedback too, and you're showing your work to other people. If you're getting the go-ahead, or the, hey, you need to work on this a little bit more and it can give you a little bit more of a narrowed and clearer direction on what you need to focus on next. The next thing that I want you to do is go away from this, grab your journal, and we're going to write down three things that relate to the three bullet points that we just covered. First one, not rushing. We're going to write down what are the fundamentals that we want to learn now to set ourselves up for success. We're not going to rush, how are we going to enjoy the journey? Writing down those fundamentals that you really want to focus in on and make sure that you're getting right now. Second thing, using your resources. Who are your resources? What are your resources? I want you to write down something of like a resource guide so you can go back and refer to it later of I want to look on LinkedIn or Instagram, or talk to these artists, or pick their brain whenever I'm feeling down or overwhelmed. Then the third thing is showing your work. This is really important to be able to know. Who are you going to show your work to next? Is it going to be your mom, your friends, people on LinkedIn that you're posting to? I still show my work to my mom all the time and I get her eyes on it and all those are very valuable to give you feedback and direction. Now, you've just written a go-to guide and a plan book of how you're going to combat being overwhelmed with this world of 3D animation. 7. Final Thoughts: Okay, congrats, You finished the whole class. We've covered a lot in this class. Everything from different animation pipelines to different animation genres, to navigating the learning curve, navigating the overwhelm. With all these things that we've covered, I'm hoping that you walk away knowing what your niche is, knowing how to utilize the skills and tips and tricks that I gave you to be able to move forward and get closer to making your animation niche your career. If you remember, at the very beginning of this class, we wrote down your big why of why you want to get into animation. If you get to the end of this class and your why has changed from what it was at the beginning, that's okay. Now we're going to think of why did your why change? Maybe at the beginning of this class it was more broad and it was, I think animation is cool. Maybe now after talking about the different genres and pipelines, maybe I have a really specific why of I want to get into modeling because I love sculpting and that looks so fun to me. Now your why's changed a little bit. That's okay because now your why is going to propel you forward into your animation learning journey and really keep you in a sustainable path forward that you can keep going on. I hope that you've enjoyed this class. Please share all your journals in the project gallery and I'd love to see what you've completed and what your whys are and be able just to share it with other students. It's been so great teaching this class and I hope to see you in my next class.