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    <title>DEV Community: Vash</title>
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      <title>All about Sound effects and Music (soundtrack) creation for game-dev</title>
      <dc:creator>Vash</dc:creator>
      <pubDate>Wed, 13 Nov 2024 18:38:40 +0000</pubDate>
      <link>https://dev.to/vash000/all-about-sound-effects-and-music-soundtrack-creation-for-game-dev-1p26</link>
      <guid>https://dev.to/vash000/all-about-sound-effects-and-music-soundtrack-creation-for-game-dev-1p26</guid>
      <description>&lt;h1&gt;
  
  
  Introduction
&lt;/h1&gt;

&lt;p&gt;In this article, I will (have AI) explain the basics of sound and music in game development, and show you applications for creating them using both free and paid tools. The topics include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Soundtrack / music creation&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;SFX (sound effects) / sound creation&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ambient sounds / music&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;I would like to note that besides AI writing the article I have modified most of it myself but used an AI's suggestion(s) as guideline(s). Because, I'm a really really bad writer 😅.&lt;br&gt;
If you spot any mistakes or see a topic or subject that is important but hasn't been talked about or something you would like to know, leave a reaction and I'll look into it.&lt;/p&gt;

&lt;p&gt;I would also like to note that the only things you need to create any form of music or SFX are time, a microphone (or pre-sampled sounds), and an application to layer and eventually render/compose all the sounds. (Unless you are working with LPs, but that's another story.)&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Music:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Music is composed of melodies, harmonies, and rhythms.&lt;/li&gt;
&lt;li&gt;It evokes emotions, tells a story, or provides entertainment.&lt;/li&gt;
&lt;li&gt;Often features instruments, vocals, and structured compositions.&lt;/li&gt;
&lt;li&gt;Examples include: background music in films, songs in albums, and instrumental tracks.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;SFX (Sound Effects):&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Short, specific audio clips used to enhance actions, environments, or situations.&lt;/li&gt;
&lt;li&gt;Designed to simulate real or imagined sounds.&lt;/li&gt;
&lt;li&gt;Often used to support visual media by adding realism or emphasis.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Ambient Sounds / Music:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Forms of sound or music used to create atmosphere or set a mood.&lt;/li&gt;
&lt;li&gt;Often low or high-pitched sounds or tracks with a consistent frequency.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Maybe, in the future I will make a seperate article on voice acting / voice-overs and natural sounds (sounds that are made by animals / nature).&lt;/p&gt;







&lt;h1&gt;
  
  
  Table of contents
&lt;/h1&gt;

&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Soundtrack / music creation&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Differences between SFX and Sound design (By AI)&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;SFX / sound creation / design&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Ambient sounds / music&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Applications and methods for music creation&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Applications and methods for SFX creation&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;References and links for educational materials&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;Final conclusion&lt;/strong&gt;&lt;/li&gt;
&lt;li&gt;&lt;strong&gt;References and (external)sources&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;







&lt;h1&gt;
  
  
  Soundtrack / music creation
&lt;/h1&gt;

&lt;p&gt;Soundtrack and music creation are two different things. Both involve making music, but soundtracks are made to fit into movies, games, and other media. This means that they have to be more flexible.&lt;/p&gt;

&lt;p&gt;Since this article is for game development, we'll talk about soundtracks and soundtrack creation. However, some tips might also help with regular music creation.&lt;/p&gt;

&lt;h2&gt;
  
  
  How soundtracks are made
&lt;/h2&gt;

&lt;p&gt;To make a soundtrack for a game, movie, or series, you can follow these steps:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;1) Understanding the game/movie/series:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;The composer first needs to fully grasp the story, characters, and atmosphere. This helps in creating music that complements/fits the gameplay and emotions.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;2) The concept and theme development:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Develop a concept or draft for the main themes and motifs. This could be a specific melody or rhythm that represents the game or certain characters.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;3) Composing:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Write or record the music using one of multiple techniques. A few composing techniques will be shown at the bottom of this chapter.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;4) Integration with gameplay:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Syncing the composed soundtracks to the game’s events. This might involve adaptive music that changes based on the player's actions, surroundings, or other specific cues.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;5) Testing and tweaking the music:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;One of the most important steps. The music should fit the game’s atmosphere and not be repetitive or negatively impact the player's experience. Modify re-compose your soundtrack/music if necessary.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;6) Finalizing:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;If necessary, compose a final piece that replaces the composition from step 3 with a cleaner or higher-resolution version after testing.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Note:&lt;/strong&gt; The higher the resolution of the audio, the better because you can't upscale audio without any consequenses that lower the quality of the audio.&lt;/p&gt;




&lt;h2&gt;
  
  
  Composing techniques
&lt;/h2&gt;

&lt;p&gt;Composing is a broad term that includes many different techniques and styles. You can compose music both digitally and manually (analog). The biggest difference is that when composing sounds digitally, you can have a direct preview, while composing manually requires you to play an instrument yourself.&lt;/p&gt;

&lt;p&gt;Today, most people use a MIDI (Musical Instrument Digital Interface) controller to sample and play sounds. This is a combination of both hardware and software that allows a composer to make music with an actual instrument and modify it digitally.&lt;/p&gt;

&lt;p&gt;When recording analog sounds, you have to either modify the sound itself by tuning your instrument or altering the soundwaves through software solutions.&lt;/p&gt;

&lt;p&gt;Like with many other things, you have both free and paid software for all these tasks. The benefit of paid music-creation software is that all the sounds that come with your software are licensed, meaning you can use them however you want. This isn't always the case with free software.&lt;/p&gt;

&lt;h3&gt;
  
  
  Additional Composing Techniques:
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Leitmotif:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Assign specific themes or motifs to characters, places, or ideas. For example, Darth Vader’s theme in Star Wars.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Layering:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Build complexity by layering multiple instruments or sounds. Start with a basic melody and add harmonies, rhythms, and effects.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Variation:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Use variations of a theme to keep the music interesting. This could be changing the rhythm, harmony, or instrumentation.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Orchestration:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Decide which instruments will play which parts. This can dramatically change the feel of the piece.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Adaptive Music:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Create music that changes dynamically based on player actions or game events. This involves composing multiple variations and transitions.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Counterpoint:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Write independent melodies that work together harmoniously. This is often used in classical music.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Improvisation:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Allow room for spontaneous creation. This is more common in jazz and live performances.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Sound Design:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Incorporate unique, synthetic sounds created through sound design to add atmosphere and texture.&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  Recording a Composition
&lt;/h2&gt;

&lt;p&gt;Recording a composition can be done in a few ways. You could:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;Make and store a digital composition through different software packages.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Combine both digital and analog recordings and turn it into a digital composition.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Record instruments by playing them yourself or in a (small) group and then stack multiple recordings together to get a final composition.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;Record an orchestra playing your composition (this requires a big budget).&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;







&lt;h1&gt;
  
  
  Differences between SFX and Sound design (By AI)
&lt;/h1&gt;

&lt;p&gt;Sound Effects (SFX) and sound design are closely related but differ in scope and application. Here’s a breakdown of their differences:&lt;/p&gt;




&lt;h2&gt;
  
  
  Sound Effects (SFX)
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Definition:&lt;/strong&gt; Sound effects are specific audio clips used to enhance actions, environments, or situations in media such as games, movies, and television. They simulate real or imagined sounds to add realism or emphasis to visual content.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples of SFX:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Footsteps&lt;/li&gt;
&lt;li&gt;Gunshots&lt;/li&gt;
&lt;li&gt;Door creaks&lt;/li&gt;
&lt;li&gt;Explosions&lt;/li&gt;
&lt;li&gt;Animal sounds&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Purpose:&lt;/strong&gt; The primary purpose of SFX is to create a more immersive and believable experience by providing auditory cues that complement the visual elements.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Creation:&lt;/strong&gt; SFX can be recorded from real-world sources, created digitally, or sourced from sound libraries. They are often short and specific to particular actions or events.&lt;/p&gt;




&lt;h2&gt;
  
  
  Sound Design
&lt;/h2&gt;

&lt;p&gt;Definition: Sound design is a broader and more holistic process that involves creating the overall soundscape for a piece of media. This includes not only individual sound effects but also the ambiance, mood, and audio aesthetics that support the narrative and emotional impact.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Examples of sound design:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;Designing the unique sounds of an alien environment&lt;/li&gt;
&lt;li&gt;Crafting the audio experience of a haunted house&lt;/li&gt;
&lt;li&gt;Creating the background ambiance of a bustling city&lt;/li&gt;
&lt;li&gt;Developing the sonic identity of a character or creature&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Purpose:&lt;/strong&gt; The purpose of sound design is to shape the auditory experience in a way that enhances storytelling, emotional engagement, and immersion. It considers the entire audio landscape and how various sounds interact and complement each other.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Creation:&lt;/strong&gt; Sound design involves a combination of recording, synthesis, manipulation, and layering of sounds. It often requires creativity and experimentation to achieve the desired effect. Sound designers use tools like DAWs, virtual instruments, synthesizers, and plug-ins to craft unique sounds.&lt;/p&gt;




&lt;p&gt;&lt;strong&gt;Summary:&lt;/strong&gt; while SFX are individual sounds used to enhance specific actions or events, sound design encompasses the entire process of creating a cohesive and immersive audio experience for a piece of media. Both are crucial for making games and other media more engaging and realistic, but sound design goes beyond just effects to include the overall audio atmosphere and aesthetic.&lt;/p&gt;







&lt;h1&gt;
  
  
  SFX / sound creation / design
&lt;/h1&gt;

&lt;p&gt;Sound effects are crucial in enhancing the immersive experience of a game. They add realism, emphasize actions, and create atmosphere. Here’s a guide to help you understand and create effective sound effects for your game:&lt;/p&gt;




&lt;h2&gt;
  
  
  How Sound Effects Are Made
&lt;/h2&gt;

&lt;p&gt;To create sound effects for a game, follow these steps:&lt;/p&gt;

&lt;h3&gt;
  
  
  1. Identifying the Needs
&lt;/h3&gt;

&lt;p&gt;Understand the game’s requirements by identifying where sound effects are necessary. This includes actions, environmental sounds, character movements, and more.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Recording or Sourcing Sounds
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Recording:&lt;/strong&gt;&lt;br&gt;
Use a microphone to capture real-world sounds. This could be anything from footsteps to door creaks.&lt;/p&gt;

&lt;p&gt;Consider using field recording techniques to capture environmental sounds like birds chirping or wind blowing.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Sourcing:&lt;/strong&gt;&lt;br&gt;
Use sound libraries to find pre-recorded sound effects. Websites like &lt;a href="https://freesound.org/" rel="noopener noreferrer"&gt;Freesound.org&lt;/a&gt; and &lt;a href="https://soundbible.com/" rel="noopener noreferrer"&gt;SoundBible.com&lt;/a&gt; offer free and paid sounds.&lt;/p&gt;

&lt;h3&gt;
  
  
  3. Editing and Manipulating Sounds
&lt;/h3&gt;

&lt;p&gt;Once you have the raw sounds, edit and manipulate them using audio editing software:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Trimming and Cutting:&lt;/strong&gt;&lt;br&gt;
Remove unwanted parts of the sound clip to get a clean effect.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Enhancing:&lt;/strong&gt;&lt;br&gt;
Use tools like EQ, reverb, and compression to enhance the sound.&lt;/p&gt;

&lt;p&gt;Adjust pitch and speed to match the game’s requirements.&lt;/p&gt;

&lt;h3&gt;
  
  
  4. Integrating SFX into the Game
&lt;/h3&gt;

&lt;p&gt;Ensure that the sound effects are integrated seamlessly into the game:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Syncing:&lt;/strong&gt;&lt;br&gt;
Synchronize sounds with in-game actions and events.&lt;/p&gt;

&lt;p&gt;Use middleware like &lt;a href="https://www.audiokinetic.com/en/wwise/overview/" rel="noopener noreferrer"&gt;Wwise&lt;/a&gt; (from AudioKinetic)  or &lt;a href="https://www.fmod.com/" rel="noopener noreferrer"&gt;FMOD&lt;/a&gt; for dynamic and adaptive audio.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Balancing:&lt;/strong&gt;&lt;br&gt;
Ensure that SFX levels are balanced with music and dialogue to avoid overwhelming the player.&lt;/p&gt;

&lt;h3&gt;
  
  
  5. Testing and Refining
&lt;/h3&gt;

&lt;p&gt;Regularly test the sound effects within the game environment to ensure they fit well:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Player Feedback:&lt;/strong&gt;&lt;br&gt;
Gather feedback from playtesters to identify areas for improvement.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Iteration:&lt;/strong&gt;&lt;br&gt;
Continuously refine the sound effects based on feedback and testing results.&lt;/p&gt;




&lt;h2&gt;
  
  
  Tools and Software for SFX Creation
&lt;/h2&gt;

&lt;p&gt;Digital Audio Workstations (DAWs)&lt;br&gt;
DAWs are essential for editing and producing sound effects. Some beginner-friendly options include:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.audacityteam.org/" rel="noopener noreferrer"&gt;Audacity&lt;/a&gt;:&lt;/strong&gt;&lt;br&gt;
A free, open-source DAW that is great for basic sound editing.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.reaper.fm/" rel="noopener noreferrer"&gt;Reaper&lt;/a&gt;:&lt;/strong&gt;&lt;br&gt;
A low-cost DAW with extensive features and customization options.&lt;/p&gt;




&lt;h2&gt;
  
  
  Sound Libraries
&lt;/h2&gt;

&lt;p&gt;Use sound libraries to source high-quality sound effects:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Free Libraries:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;a href="https://freesound.org/" rel="noopener noreferrer"&gt;Freesound.org&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;a href="https://soundbible.com/" rel="noopener noreferrer"&gt;SoundBible.com&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Paid Libraries:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;a href="https://www.boomlibrary.com/" rel="noopener noreferrer"&gt;Boom Library&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;a href="https://soundideas.sourceaudio.com/albums" rel="noopener noreferrer"&gt;Sound Ideas&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;




&lt;h2&gt;
  
  
  Audio Plug-ins
&lt;/h2&gt;

&lt;p&gt;Enhance your sound effects with audio plug-ins:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Reverb and Delay:&lt;/strong&gt;&lt;br&gt;
Adds depth and space to your sounds.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Pitch Shifters:&lt;/strong&gt;&lt;br&gt;
Alters the pitch of the sound for various effects.&lt;/p&gt;




&lt;h2&gt;
  
  
  Additional SFX Techniques
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;Foley:&lt;/strong&gt;&lt;br&gt;
Recreate everyday sound effects using props in a studio setting.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Layering:&lt;/strong&gt;&lt;br&gt;
Combine multiple sounds to create a complex and rich effect.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Granular Synthesis:&lt;/strong&gt;&lt;br&gt;
Breaks down sounds into tiny grains and recombines them to create new textures.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Creative Use of Silence:&lt;/strong&gt;&lt;br&gt;
Sometimes, the absence of sound can be as powerful as the sound itself.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Time-stretching:&lt;/strong&gt;&lt;br&gt;
Extend or compress the length of a sound without changing its pitch.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Automation:&lt;/strong&gt;&lt;br&gt;
Use DAW automation features to adjust volume, panning, and effects over time.&lt;/p&gt;




&lt;h2&gt;
  
  
  Recording SFX
&lt;/h2&gt;

&lt;p&gt;Recording sound effects can be done in various ways:&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Field Recording:&lt;/strong&gt; Capture real-world sounds using portable recorders.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Studio Recording:&lt;/strong&gt; Use a controlled environment to create and capture sounds.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Hybrid:&lt;/strong&gt; Combine both field and studio recordings for a richer sound palette.&lt;/p&gt;







&lt;h1&gt;
  
  
  Applications and methods for music creation
&lt;/h1&gt;




&lt;h2&gt;
  
  
  Digital Audio Workstations (DAWs)
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. What are DAWs?
&lt;/h3&gt;

&lt;p&gt;Digital Audio Workstations (DAWs) are software platforms used for recording, editing, mixing, and producing audio files. They are essential tools for music creators.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Popular DAWs for Beginners:
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.audacityteam.org/" rel="noopener noreferrer"&gt;Audacity&lt;/a&gt;:&lt;/strong&gt; Free, open-source DAW ideal for simple recording and editing.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://en.wikipedia.org/wiki/GarageBand" rel="noopener noreferrer"&gt;GarageBand&lt;/a&gt;:&lt;/strong&gt; User-friendly DAW for Mac users, featuring virtual instruments and loops.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.image-line.com/" rel="noopener noreferrer"&gt;FL Studio&lt;/a&gt;:&lt;/strong&gt; Known for its powerful features and ease of use, suitable for all levels.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.ableton.com/en/" rel="noopener noreferrer"&gt;Ableton Live&lt;/a&gt;:&lt;/strong&gt; Great for live performances and music production, with a user-friendly interface.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.reaper.fm/" rel="noopener noreferrer"&gt;Reaper&lt;/a&gt;:&lt;/strong&gt; Low-cost DAW with extensive customization options and professional features.&lt;/p&gt;




&lt;h2&gt;
  
  
  Virtual Instruments and Synthesizers
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. Virtual Instruments:
&lt;/h3&gt;

&lt;p&gt;Software that simulates traditional instruments (e.g., pianos, drums, strings).&lt;/p&gt;

&lt;p&gt;Can be played using a MIDI controller or programmed directly in a DAW.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Popular Virtual Instruments:
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.native-instruments.com/ni-tech-manuals/kontakt-player-manual/en/welcome-to-kontakt.html" rel="noopener noreferrer"&gt;Kontakt&lt;/a&gt;:&lt;/strong&gt; A versatile sampler with a vast library of sounds. It's paid (and pretty expensive), but it's worth it if you have a lot to do with music. &lt;a href="https://www.native-instruments.com/en/" rel="noopener noreferrer"&gt;Native Instruments&lt;/a&gt;, much like &lt;a href="https://www.pioneerdj.com/en/" rel="noopener noreferrer"&gt;Pioneer&lt;/a&gt;, offers one of the best dj suites available. (sorry, I just wanted to tell you this).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://xferrecords.com/products/serum/" rel="noopener noreferrer"&gt;Serum&lt;/a&gt;:&lt;/strong&gt; A powerful wavetable synthesizer known for its high-quality sound.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.spectrasonics.net/products/omnisphere/overview.php" rel="noopener noreferrer"&gt;Omnisphere&lt;/a&gt;:&lt;/strong&gt; A software synthesizer with an extensive sound library for various genres.&lt;/p&gt;




&lt;h2&gt;
  
  
  Sound Libraries and Sample Packs
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. What are Sound Libraries?
&lt;/h3&gt;

&lt;p&gt;Collections of pre-recorded sounds, loops, and samples that can be used in music production.&lt;/p&gt;

&lt;p&gt;Useful for quickly adding professional-quality sounds to your projects.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Popular Sound Libraries:
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://freesound.org/" rel="noopener noreferrer"&gt;Freesound&lt;/a&gt;:&lt;/strong&gt; A community-driven database of free sound effects and samples.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.loopmasters.com/" rel="noopener noreferrer"&gt;Loopmasters&lt;/a&gt;:&lt;/strong&gt; A commercial site offering high-quality sample packs in various genres.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://splice.com/features/sounds" rel="noopener noreferrer"&gt;Splice&lt;/a&gt;:&lt;/strong&gt; A subscription-based platform with access to a massive library of sounds and samples.&lt;/p&gt;




&lt;h2&gt;
  
  
  Audio Effects and Plug-ins
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. What are Audio Plug-ins?
&lt;/h3&gt;

&lt;p&gt;Software components that add audio effects or virtual instruments to your DAW.&lt;/p&gt;

&lt;p&gt;Essential for enhancing and shaping your sound.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Common Audio Effects:
&lt;/h3&gt;

&lt;p&gt;Reverb: Adds a sense of space and depth to your sounds.&lt;/p&gt;

&lt;p&gt;Delay: Creates echo effects by repeating the sound.&lt;/p&gt;

&lt;p&gt;EQ (Equalization): Adjusts the balance of different frequency components.&lt;/p&gt;

&lt;p&gt;Compression: Controls the dynamic range of audio signals.&lt;/p&gt;




&lt;h2&gt;
  
  
  Methods of Music Creation
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. Composing:
&lt;/h3&gt;

&lt;p&gt;Writing Melodies: Start with a simple melody and build upon it.&lt;/p&gt;

&lt;p&gt;Harmonizing: Add chords to support and enrich the melody.&lt;/p&gt;

&lt;p&gt;Arranging: Organize your musical ideas into a structured format.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Recording:
&lt;/h3&gt;

&lt;p&gt;Using a Microphone: Capture live instruments or vocals.&lt;/p&gt;

&lt;p&gt;Direct Input (DI): Record instruments like electric guitars directly into your DAW.&lt;/p&gt;

&lt;p&gt;MIDI Recording: Use a MIDI controller to input notes and control virtual instruments.&lt;/p&gt;

&lt;h3&gt;
  
  
  3. Editing:
&lt;/h3&gt;

&lt;p&gt;Trimming and Cutting: Remove unwanted sections of audio.&lt;/p&gt;

&lt;p&gt;Quantizing: Align recorded MIDI notes to the grid for precise timing.&lt;/p&gt;

&lt;p&gt;Pitch Correction: Adjust the pitch of vocals or instruments.&lt;/p&gt;

&lt;h3&gt;
  
  
  4. Mixing:
&lt;/h3&gt;

&lt;p&gt;Balancing Levels: Ensure all elements are heard clearly and sit well together.&lt;/p&gt;

&lt;p&gt;Panning: Position sounds in the stereo field to create a sense of space.&lt;/p&gt;

&lt;p&gt;Applying Effects: Use reverb, delay, EQ, and other effects to enhance your tracks.&lt;/p&gt;

&lt;h3&gt;
  
  
  5. Mastering:
&lt;/h3&gt;

&lt;p&gt;Final Processing: Apply compression, EQ, and limiting to prepare your track for distribution.&lt;/p&gt;

&lt;p&gt;Loudness Optimization: Ensure your track meets industry loudness standards.&lt;/p&gt;







&lt;h1&gt;
  
  
  Applications and methods for SFX creation
&lt;/h1&gt;

&lt;p&gt;Sound effects (SFX) are essential in game development for creating an immersive and engaging experience. They enhance the realism of actions, environments, and events within the game. This chapter will guide you through the tools and methods for creating effective sound effects.&lt;/p&gt;




&lt;h2&gt;
  
  
  Digital Audio Workstations (DAWs)
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. What are DAWs?
&lt;/h3&gt;

&lt;p&gt;Digital Audio Workstations (DAWs) are software platforms used for recording, editing, and producing audio files. They are crucial for sound designers to create and manipulate sound effects.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Popular DAWs for SFX Creation:
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.audacityteam.org/" rel="noopener noreferrer"&gt;Audacity&lt;/a&gt;:&lt;/strong&gt; A free, open-source DAW ideal for basic sound editing tasks.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.reaper.fm/" rel="noopener noreferrer"&gt;Reaper&lt;/a&gt;:&lt;/strong&gt; Affordable and highly customizable with a professional feature set.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.adobe.com/products/audition.html" rel="noopener noreferrer"&gt;Adobe Audition&lt;/a&gt;:&lt;/strong&gt; A comprehensive DAW with advanced editing tools and effects.&lt;/p&gt;




&lt;h2&gt;
  
  
  Sound Libraries and Resources
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. What are Sound Libraries?
&lt;/h3&gt;

&lt;p&gt;Sound libraries provide pre-recorded sounds that can be used directly in your projects. They are a valuable resource for finding high-quality sound effects without having to record them yourself.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Popular Sound Libraries:
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://freesound.org/" rel="noopener noreferrer"&gt;Freesound.org&lt;/a&gt;:&lt;/strong&gt; A community-driven database of free sound effects.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://soundbible.com/" rel="noopener noreferrer"&gt;SoundBible.com&lt;/a&gt;:&lt;/strong&gt; Offers both free and royalty-free sounds.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.boomlibrary.com/" rel="noopener noreferrer"&gt;Boom Library&lt;/a&gt;:&lt;/strong&gt; Professional sound libraries for various themes and genres.&lt;/p&gt;




&lt;h2&gt;
  
  
  Audio Effects and Plug-ins
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. What are Audio Plug-ins?
&lt;/h3&gt;

&lt;p&gt;Plug-ins are software components that add effects or enhancements to your audio. They are essential for shaping and polishing your sound effects.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Common Audio Effects:
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Reverb:&lt;/strong&gt; Adds a sense of space and depth to your sounds, making them feel more natural.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Delay:&lt;/strong&gt; Creates echo effects by repeating the sound, useful for simulating environments.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;EQ (Equalization):&lt;/strong&gt; Adjusts the balance of different frequency components to shape the sound.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Compression:&lt;/strong&gt; Controls the dynamic range of the audio, making it sound more consistent.&lt;/p&gt;




&lt;h2&gt;
  
  
  Methods of SFX Creation
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. Recording:
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Field Recording:&lt;/strong&gt; Capture real-world sounds using portable recorders. For example, recording footsteps, doors creaking, or ambient nature sounds.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Studio Recording:&lt;/strong&gt; Use a controlled environment to create specific sounds. Foley artists often use props to recreate everyday noises like footsteps or clothing rustling.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Sourcing:
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Using Sound Libraries:&lt;/strong&gt; Find and use pre-recorded sounds from sound libraries.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Creative Commons:&lt;/strong&gt; Use sounds available under Creative Commons licenses, ensuring proper attribution where required.&lt;/p&gt;

&lt;h3&gt;
  
  
  3. Editing and Manipulating:
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Trimming and Cutting:&lt;/strong&gt; Remove unwanted parts of the sound to isolate the desired effect.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Pitch Shifting:&lt;/strong&gt; Change the pitch of the sound to create different effects.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Time Stretching:&lt;/strong&gt; Adjust the speed of the sound without altering the pitch.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Layering:&lt;/strong&gt; Combine multiple sounds to create a richer and more complex effect.&lt;/p&gt;




&lt;h2&gt;
  
  
  Integrating SFX into the Game
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. Syncing:
&lt;/h3&gt;

&lt;p&gt;Synchronize sound effects with in-game actions and events to enhance immersion. For example, footstep sounds should match the character's movements.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Middleware:
&lt;/h3&gt;

&lt;p&gt;Use middleware like &lt;a href="https://www.audiokinetic.com/en/wwise/overview/" rel="noopener noreferrer"&gt;Wwise&lt;/a&gt; or &lt;a href="https://www.fmod.com/" rel="noopener noreferrer"&gt;FMOD&lt;/a&gt; for dynamic audio implementation. These tools allow for adaptive audio, where the sound changes based on the game’s state or player actions.&lt;/p&gt;

&lt;h3&gt;
  
  
  3. Balancing:
&lt;/h3&gt;

&lt;p&gt;Ensure that sound effects are balanced with music and dialogue. Proper audio mixing prevents any single element from overwhelming the others.&lt;/p&gt;




&lt;h2&gt;
  
  
  Testing and Refining
&lt;/h2&gt;

&lt;h3&gt;
  
  
  1. Playtesting:
&lt;/h3&gt;

&lt;p&gt;Regularly test the sound effects within the game environment to ensure they fit well and enhance the gameplay experience.&lt;/p&gt;

&lt;h3&gt;
  
  
  2. Feedback:
&lt;/h3&gt;

&lt;p&gt;Gather feedback from playtesters and make adjustments based on their experiences and suggestions.&lt;/p&gt;

&lt;h3&gt;
  
  
  3. Iteration:
&lt;/h3&gt;

&lt;p&gt;Continuously refine the sound effects based on feedback and playtesting results to achieve the best possible outcome.&lt;/p&gt;







&lt;h1&gt;
  
  
  References and links for educational materials
&lt;/h1&gt;




&lt;h2&gt;
  
  
  for music / soundtrack composition
&lt;/h2&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/@JustZectro" rel="noopener noreferrer"&gt;Zectro&lt;/a&gt;&lt;/strong&gt; is a pretty good &lt;a href="https://www.youtube.com/" rel="noopener noreferrer"&gt;youtube&lt;/a&gt; chanel for music creation for games.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/@VenusTheory" rel="noopener noreferrer"&gt;Venus Thory&lt;/a&gt;&lt;/strong&gt; is a pretty good &lt;a href="https://www.youtube.com/" rel="noopener noreferrer"&gt;youtube&lt;/a&gt; chanel for music creation for games.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=QtR5STY1HuE" rel="noopener noreferrer"&gt;Rocking The Plank: The Music of Sea of Thieves | Inside Xbox&lt;/a&gt;&lt;/strong&gt; is a really good video that shows how the music for a game like &lt;a href="https://www.seaofthieves.com/" rel="noopener noreferrer"&gt;Sea of Thieves&lt;/a&gt; could be made.&lt;/p&gt;

&lt;p&gt;Here is something similar but then for God of War: &lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=3YKCVA68Qf0" rel="noopener noreferrer"&gt;The Music of God of War with Composer Bear McCreary | Countdown to Launch&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;The video: &lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=okxGZvrIfJM" rel="noopener noreferrer"&gt;ARK Soundtrack: Behind the Scenes&lt;/a&gt;&lt;/strong&gt; is something similar to the one of Sea of Thieves but with a bigger budget and less information on how they did it.&lt;/p&gt;

&lt;p&gt;There are many more video's similar to this avalible on &lt;a href="https://www.youtube.com/" rel="noopener noreferrer"&gt;YouTube&lt;/a&gt; just try to look one up with the following text: "name of the game" + behind the scenes music creation&lt;/p&gt;




&lt;h2&gt;
  
  
  for SFX creation / recording
&lt;/h2&gt;

&lt;p&gt;As said earlier the difference between SFX and Sound Design is really small. So you could learn very much from both types of work because they are nearly the same.&lt;/p&gt;

&lt;p&gt;A video by Artlist: &lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=8LV1bqf8ZVo" rel="noopener noreferrer"&gt;How To SOUND DESIGN | Step by step tutorial&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;A video about the creation of SFX in God of War &lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=WFVLWo5B81w" rel="noopener noreferrer"&gt;How This Woman Creates God of War’s Sound Effects | Obsessed | WIRED&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;A video about the sound design of halo: &lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=AjpZEzP-I2Q" rel="noopener noreferrer"&gt;How The Sounds In "Halo" Are Made | Movies Insider | Insider&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Search on &lt;a href="https://www.youtube.com/" rel="noopener noreferrer"&gt;YouTube&lt;/a&gt; for "name of the game" + behind the scenes SFX creation&lt;/p&gt;







&lt;h1&gt;
  
  
  Final conclusion
&lt;/h1&gt;

&lt;p&gt;The best way to learn stuff like this is by doing. While there is a lot of theory you can learn and apply, great music or sound effects often come from your own experience, knowledge, and (usually) your own personal taste / imagination. So, dive in and start creating!&lt;/p&gt;

&lt;p&gt;Also, try different tools, sounds, and settings. Remember to make backups, as Ctrl+Z or autosaves may not always save you in certain situations.&lt;/p&gt;

&lt;p&gt;And stay updated. Use the best tools available to you. High-quality tools can make it easier to produce better work, but you still need to master them. Without proper skills, even the best tools won’t guarantee great results.&lt;/p&gt;

&lt;p&gt;Also, don't forget to enjoy the Process. Have fun with your projects. Enjoying what you do makes the whole journey worthwhile.&lt;/p&gt;







&lt;h1&gt;
  
  
  References and (external)sources
&lt;/h1&gt;

&lt;p&gt;&lt;strong&gt;Sound Libraries:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://freesound.org/" rel="noopener noreferrer"&gt;freesound&lt;/a&gt; = &lt;a href="https://freesound.org/" rel="noopener noreferrer"&gt;https://freesound.org/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://soundbible.com/" rel="noopener noreferrer"&gt;SoundBible&lt;/a&gt; = &lt;a href="https://soundbible.com/" rel="noopener noreferrer"&gt;https://soundbible.com/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.boomlibrary.com/" rel="noopener noreferrer"&gt;Boom Library&lt;/a&gt; = &lt;a href="https://www.boomlibrary.com/" rel="noopener noreferrer"&gt;https://www.boomlibrary.com/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://soundideas.sourceaudio.com/albums" rel="noopener noreferrer"&gt;Sound Ideas&lt;/a&gt; = &lt;a href="https://soundideas.sourceaudio.com/albums" rel="noopener noreferrer"&gt;https://soundideas.sourceaudio.com/albums&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.loopmasters.com/" rel="noopener noreferrer"&gt;Loopmasters&lt;/a&gt; = &lt;a href="https://www.loopmasters.com/" rel="noopener noreferrer"&gt;https://www.loopmasters.com/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://splice.com/features/sounds" rel="noopener noreferrer"&gt;Splice&lt;/a&gt; = &lt;a href="https://splice.com/features/sounds" rel="noopener noreferrer"&gt;https://splice.com/features/sounds&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;SFX software:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.audiokinetic.com/en/wwise/overview/" rel="noopener noreferrer"&gt;Wwise&lt;/a&gt; = &lt;a href="https://www.audiokinetic.com/en/wwise/overview/" rel="noopener noreferrer"&gt;https://www.audiokinetic.com/en/wwise/overview/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.fmod.com/" rel="noopener noreferrer"&gt;FMOD&lt;/a&gt; = &lt;a href="https://www.fmod.com/" rel="noopener noreferrer"&gt;https://www.fmod.com/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;DAW software:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.audacityteam.org/" rel="noopener noreferrer"&gt;Audacity&lt;/a&gt; = &lt;a href="https://www.audacityteam.org/" rel="noopener noreferrer"&gt;https://www.audacityteam.org/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.reaper.fm/" rel="noopener noreferrer"&gt;Reaper&lt;/a&gt; = &lt;a href="https://www.reaper.fm/" rel="noopener noreferrer"&gt;https://www.reaper.fm/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://en.wikipedia.org/wiki/GarageBand" rel="noopener noreferrer"&gt;GarageBand&lt;/a&gt; = &lt;a href="https://en.wikipedia.org/wiki/GarageBand" rel="noopener noreferrer"&gt;https://en.wikipedia.org/wiki/GarageBand&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.image-line.com/" rel="noopener noreferrer"&gt;FL Studio&lt;/a&gt; = &lt;a href="https://www.image-line.com/" rel="noopener noreferrer"&gt;https://www.image-line.com/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.ableton.com/en/" rel="noopener noreferrer"&gt;Ableton Live&lt;/a&gt; = &lt;a href="https://www.ableton.com/en/" rel="noopener noreferrer"&gt;https://www.ableton.com/en/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.adobe.com/products/audition.html" rel="noopener noreferrer"&gt;Adobe Audition&lt;/a&gt; = &lt;a href="https://www.adobe.com/products/audition.html" rel="noopener noreferrer"&gt;https://www.adobe.com/products/audition.html&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Virtual Instruments:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.native-instruments.com/ni-tech-manuals/kontakt-player-manual/en/welcome-to-kontakt.html" rel="noopener noreferrer"&gt;Kontakt&lt;/a&gt; = &lt;a href="https://www.native-instruments.com/ni-tech-manuals/kontakt-player-manual/en/welcome-to-kontakt.html" rel="noopener noreferrer"&gt;https://www.native-instruments.com/ni-tech-manuals/kontakt-player-manual/en/welcome-to-kontakt.html&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://xferrecords.com/products/serum/" rel="noopener noreferrer"&gt;Serum&lt;/a&gt; = &lt;a href="https://xferrecords.com/products/serum/" rel="noopener noreferrer"&gt;https://xferrecords.com/products/serum/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.spectrasonics.net/products/omnisphere/overview.php" rel="noopener noreferrer"&gt;Omnisphere&lt;/a&gt; = &lt;a href="https://www.spectrasonics.net/products/omnisphere/overview.php" rel="noopener noreferrer"&gt;https://www.spectrasonics.net/products/omnisphere/overview.php&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;YouTube:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/@JustZectro" rel="noopener noreferrer"&gt;Zectro&lt;/a&gt; = &lt;a href="https://www.youtube.com/@JustZectro" rel="noopener noreferrer"&gt;https://www.youtube.com/@JustZectro&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/@VenusTheory" rel="noopener noreferrer"&gt;Venus Theory&lt;/a&gt; = &lt;a href="https://www.youtube.com/@VenusTheory" rel="noopener noreferrer"&gt;https://www.youtube.com/@VenusTheory&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=QtR5STY1HuE" rel="noopener noreferrer"&gt;Rocking The Plank: The Music of Sea of Thieves | Inside Xbox&lt;/a&gt; = &lt;a href="https://www.youtube.com/watch?v=QtR5STY1HuE" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=QtR5STY1HuE&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=3YKCVA68Qf0" rel="noopener noreferrer"&gt;The Music of God of War with Composer Bear McCreary | Countdown to Launch&lt;/a&gt; = &lt;a href="https://www.youtube.com/watch?v=3YKCVA68Qf0" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=3YKCVA68Qf0&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=okxGZvrIfJM" rel="noopener noreferrer"&gt;ARK Soundtrack: Behind the Scenes&lt;/a&gt; = &lt;a href="https://www.youtube.com/watch?v=okxGZvrIfJM" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=okxGZvrIfJM&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=8LV1bqf8ZVo" rel="noopener noreferrer"&gt;How To SOUND DESIGN | Step by step tutorial &lt;/a&gt; = &lt;a href="https://www.youtube.com/watch?v=8LV1bqf8ZVo" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=8LV1bqf8ZVo&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=WFVLWo5B81w" rel="noopener noreferrer"&gt;How This Woman Creates God of War’s Sound Effects | Obsessed | WIRED&lt;/a&gt; =   &lt;a href="https://www.youtube.com/watch?v=WFVLWo5B81w" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=WFVLWo5B81w&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/watch?v=AjpZEzP-I2Q" rel="noopener noreferrer"&gt;How The Sounds In "Halo" Are Made | Movies Insider | Insider&lt;/a&gt; = &lt;a href="https://www.youtube.com/watch?v=AjpZEzP-I2Q" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=AjpZEzP-I2Q&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Other:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.native-instruments.com/en/" rel="noopener noreferrer"&gt;Native Instruments&lt;/a&gt; = &lt;a href="https://www.native-instruments.com/en/" rel="noopener noreferrer"&gt;https://www.native-instruments.com/en/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.pioneerdj.com/en/" rel="noopener noreferrer"&gt;Pioneer&lt;/a&gt; = &lt;a href="https://www.pioneerdj.com/en/" rel="noopener noreferrer"&gt;https://www.pioneerdj.com/en/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.seaofthieves.com/" rel="noopener noreferrer"&gt;Sea of Thieves&lt;/a&gt; = &lt;a href="https://www.seaofthieves.com/" rel="noopener noreferrer"&gt;https://www.seaofthieves.com/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.youtube.com/" rel="noopener noreferrer"&gt;YouTube&lt;/a&gt; = &lt;a href="https://www.youtube.com/" rel="noopener noreferrer"&gt;https://www.youtube.com/&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

</description>
      <category>gamedev</category>
      <category>sound</category>
      <category>music</category>
      <category>applications</category>
    </item>
    <item>
      <title>Learn about 2D art / animation (methods) / (softwares) and how to choose one</title>
      <dc:creator>Vash</dc:creator>
      <pubDate>Mon, 30 Sep 2024 12:35:12 +0000</pubDate>
      <link>https://dev.to/vash000/learn-about-2d-art-animation-methods-softwares-and-how-to-choose-one-4mfh</link>
      <guid>https://dev.to/vash000/learn-about-2d-art-animation-methods-softwares-and-how-to-choose-one-4mfh</guid>
      <description>&lt;h1&gt;
  
  
  Introduction
&lt;/h1&gt;

&lt;p&gt;This article is written for anyone interested in 2D art / animation. This article has references to multiple sub-subjects that fall into the categories of these types. I do this in order to avoid the mess I made with my article on 3D art / animation.&lt;/p&gt;

&lt;p&gt;This article also includes usefull information for game-devs.&lt;/p&gt;

&lt;p&gt;Regarding copyright, the sources of webistes and images have been noted at the botom of the article.&lt;/p&gt;

&lt;p&gt;Enjoy reading!  -  &lt;a href="https://dev.to/vash000"&gt;Vash000&lt;/a&gt;&lt;/p&gt;




&lt;h1&gt;
  
  
  Table of contents
&lt;/h1&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Forms of 2D art / animation&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;How traditional art is made and can be used&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;How digital art is made and can be used&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;How traditional animation is made and can be used&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;How digital animation is made and can be used&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Art for game-devs&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Art / Animation program comparisons&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;
&lt;p&gt;&lt;strong&gt;Usefull links&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Links to tutorials&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;


&lt;/li&gt;

&lt;li&gt;&lt;p&gt;&lt;strong&gt;Links and references to external sources&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;

&lt;/ul&gt;







&lt;h1&gt;
  
  
  Forms of 2D art / animation
&lt;/h1&gt;

&lt;p&gt;There are many ways to sort different types of art. I like to divide them into static art and animation. Both are art, but it’s easier to work with smaller categories. There are many forms of art and animation, so I can’t cover them all, but I’ll show you the main types and explain how typical animation works.&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;Static Art:&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fyxj6o7hpmf3iy3lcp87z.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fyxj6o7hpmf3iy3lcp87z.png" alt="Example image static art" width="800" height="702"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Traditional&lt;/strong&gt; (drawing / painting)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ffir3649vcdn6gwkq89l5.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ffir3649vcdn6gwkq89l5.png" alt="Example image traditional art (painting)" width="800" height="500"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Digital art&lt;/strong&gt; (Made using a computer / laptop (or tablet / mobile device))&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fxml11ceane7g8g2t7ngi.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fxml11ceane7g8g2t7ngi.png" alt="Example image digital animation" width="800" height="460"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  &lt;strong&gt;Animation:&lt;/strong&gt;
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcaeaugummbf75hnrl1o7.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcaeaugummbf75hnrl1o7.gif" alt="Example gif animation" width="400" height="300"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Traditional&lt;/strong&gt; (Hand-drawn Animation, stop-motion)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F6sm8w65q0k2kz5bpteez.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F6sm8w65q0k2kz5bpteez.png" alt="Example image traditional hand-drawn animation" width="800" height="474"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fb0th31x3donqj59dtfj2.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fb0th31x3donqj59dtfj2.png" alt="Example image traditional stop-motion animation" width="450" height="338"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Digital&lt;/strong&gt; (Digitally-drawn Animation, Motion Graphics)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F29dh3ghpcgd1iqofwn7n.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F29dh3ghpcgd1iqofwn7n.png" alt="Example image digital-drawn animation" width="800" height="470"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F026g7up8xfjesvq9em4c.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F026g7up8xfjesvq9em4c.gif" alt="Example gif motion graphics animation" width="512" height="512"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Most art is converted to a digital format (usually image or video) to be stored, edited, or shared more easily than physical art like paintings or sketchbooks.&lt;/p&gt;

&lt;p&gt;I’ll explain more about how art could be made and used in the chapters below.&lt;/p&gt;







&lt;h1&gt;
  
  
  How traditional art is made and can be used
&lt;/h1&gt;

&lt;h2&gt;
  
  
  About traditional art
&lt;/h2&gt;

&lt;p&gt;Traditional art includes styles made without using technology, except to make the work easier or to digitize the finished pieces. For example, a drawing copy board with an LED backlight helps see the contours of an underlying image or drawing.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Filcdf6u5hvh1i8maenij.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Filcdf6u5hvh1i8maenij.png" alt="Example image of a backlit drawing copy board" width="225" height="225"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;To digitize art, you might use a photo scanner like this one (A4-format photo scanner) from Canon:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F0zsgphc86a2kzeqxd2fr.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F0zsgphc86a2kzeqxd2fr.png" alt="Example image A4-format photo scanner from canon" width="800" height="200"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;The most basic forms of traditional art are drawing and painting. These use materials like pencils, charcoal, ink, and various types of paint (oil, acrylic, watercolor).&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fzlozsu9ucslf7vk2pf96.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fzlozsu9ucslf7vk2pf96.png" alt="Example image art supply kit" width="600" height="600"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Most artists sketch with a pencil before painting so they can erase mistakes. However, erasers leave marks on your artwork, whether on canvas or paper.&lt;/p&gt;

&lt;p&gt;Traditional art also includes sculpting, but since this article is about 2D art, I won’t cover that.&lt;/p&gt;

&lt;p&gt;Traditional art is often used to study the basics of art, such as anatomy, color theory, lighting, perspective, and scene composition.&lt;/p&gt;

&lt;h2&gt;
  
  
  Uses of traditional art
&lt;/h2&gt;

&lt;p&gt;Traditional art can be used for:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Posters&lt;/strong&gt; to promote a product, as a prop, or to decorate your room.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fia2ntzmwenvxcsubma42.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fia2ntzmwenvxcsubma42.png" alt="Example image of a poster" width="800" height="800"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Portraits&lt;/strong&gt; to learn facial anatomy, sell as a service, or promote your drawing skills. (I don't know, I usually don't draw portraits).&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fnw2d2ju5y2ragvxxmfp8.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fnw2d2ju5y2ragvxxmfp8.png" alt="Example image of a portrait " width="800" height="936"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Landscapes&lt;/strong&gt; to create or recreate entire landscapes to hang on your wall or use as a background, maybe like Bob Ross.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fglblbaw5qlhfrr58jdbg.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fglblbaw5qlhfrr58jdbg.png" alt="Example image landscape " width="800" height="533"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Scenes / Settings&lt;/strong&gt; to study, copy, and use as (your laptop’s / game's) background / home-screen or to hang on your wall.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Frkewlpeql6syd3r4ihvn.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Frkewlpeql6syd3r4ihvn.png" alt="Example image scenes / settings / scenery " width="800" height="538"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Sketches / Drafts / Concepts&lt;/strong&gt; to learn and progress or use for later artworks.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwas4d3wmflvha9uqdd5c.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwas4d3wmflvha9uqdd5c.png" alt="Example image of a draft " width="800" height="775"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;There are more forms and techniques of 2D art, but this article is a starting guide for beginners. I won’t over-complicate things by giving more information on traditional art.&lt;/p&gt;

&lt;p&gt;I will leave links to useful sites in the “Useful Sites” chapter and might make another series of articles or videos on different art techniques and styles if I have time.&lt;/p&gt;







&lt;h1&gt;
  
  
  How digital art is made and can be used
&lt;/h1&gt;

&lt;p&gt;Digital art is often found easier to use than traditional art because you only need a laptop/PC with a mouse or a tablet and an application that lets you edit images. Many digital artists prefer using a tablet or drawing tablet (pen/display tablet).&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F1jb5ngqp1nta1z291097.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F1jb5ngqp1nta1z291097.png" alt="Example image tablets" width="768" height="433"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Digital art tries to simulate traditional art on digital devices through specialized drawing software. One of the most popular paid software is &lt;a href="https://www.adobe.com/products/photoshop.html" rel="noopener noreferrer"&gt;Adobe Photoshop&lt;/a&gt;. There are many free and paid alternatives, as well as specialized apps for certain art styles. For example, &lt;a href="https://www.aseprite.org/" rel="noopener noreferrer"&gt;Aseprite&lt;/a&gt; is a paid app for pixel art.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F3xhviwrosdy7214mkhh1.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F3xhviwrosdy7214mkhh1.png" alt="Example Image Aseprite" width="800" height="444"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Applications / programs like &lt;a href="https://www.adobe.com/products/photoshop.html" rel="noopener noreferrer"&gt;Adobe Photoshop&lt;/a&gt; can be used for nearly any form of 2D processing, making it a good choice for professional digital artists or editors.&lt;/p&gt;

&lt;p&gt;There are many different art programs. At the end of this article, I will compare multiple art/animation programs.&lt;/p&gt;

&lt;p&gt;One of the biggest advantages of digital art is that you can easily copy and paste images, make backups, work with multiple people on the same drawing without being in the same room, revert changes (ctrl+z), or use an older backup file. You can also change the entire image and color values without needing to redraw the entire frame. Additionally, you can increase the size of your canvas/paper without redrawing anything.&lt;/p&gt;

&lt;p&gt;Digital art has many advantages compared to traditional art. The main difference is the feeling you get when drawing traditionally versus digitally. You can often tell digital art apart from traditional art, making traditional art a sought-after style.&lt;/p&gt;







&lt;h1&gt;
  
  
  How traditional animation is made and can be used
&lt;/h1&gt;

&lt;p&gt;Traditional animation has many forms and styles. In the past, the only format was film. Nowadays, we have digital formats that can be displayed and shared over social media and other networks. The most popular digital formats are: (.MP4 and .mov). In film the .raw format is used for getting uncompressed data form the camera. Please don't store your animation in this format. (It's file-size will become way too big).&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcmb9p0zs2he7g0y3cq34.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcmb9p0zs2he7g0y3cq34.png" alt="Example image film" width="800" height="216"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ft7f3g9syzs6t7vpie038.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ft7f3g9syzs6t7vpie038.png" alt="Example image digital movie formats" width="800" height="365"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Most traditional animation today is made by taking pictures or scanning large series of pictures and compiling them at a certain speed (24 FPS is common). &lt;/p&gt;

&lt;p&gt;For both traditional and digital animation, there are “still frames” where nothing or nearly nothing moves. This technique saves time by reusing the same image instead of redrawing it.&lt;/p&gt;

&lt;p&gt;Traditional animation is done without computers and can include anything from stop-motion to hand-drawn animation.&lt;/p&gt;

&lt;h3&gt;
  
  
  Traditional animation can be used for:
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Movies and TV shows:&lt;/strong&gt; Classic animations like Disney films were created using traditional methods.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Short films and commercials:&lt;/strong&gt; Many short animations and ads use traditional techniques for a unique look.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Educational content:&lt;/strong&gt; Traditional animation can make learning materials more engaging and easier to understand.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Artistic projects:&lt;/strong&gt; Artists often use traditional animation to create unique, hand-crafted pieces.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Music videos:&lt;/strong&gt; Many music videos feature traditional animation for a distinctive visual style.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;For more specialized forms of traditional animation, you can &lt;a href="https://en.wikipedia.org/wiki/Traditional_animation" rel="noopener noreferrer"&gt;visit this wikipedia page&lt;/a&gt;.&lt;/p&gt;







&lt;h1&gt;
  
  
  How digital animation is made and can be used
&lt;/h1&gt;

&lt;p&gt;Digital animation is created using a computer, PC, or (drawing) tablet, just like digital art. The only difference could be the program(s) you are using.&lt;/p&gt;

&lt;h3&gt;
  
  
  Digital animation offers many advantages:
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Efficiency:&lt;/strong&gt; You can easily copy and paste frames, make backups, and work with others remotely.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Flexibility:&lt;/strong&gt; You can revert changes, adjust colors, and resize your canvas without starting over.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Tools:&lt;/strong&gt; Software like Adobe After Effects and Toon Boom Harmony provide powerful tools for creating complex animations.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Digital animation can be used for:
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Movies and TV shows:&lt;/strong&gt; Many modern animations are created digitally for better control and efficiency.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Video games:&lt;/strong&gt; Characters and environments are often animated digitally.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Advertising:&lt;/strong&gt; Digital animation is used in commercials and online ads.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Educational content:&lt;/strong&gt; Animated videos can make learning more engaging.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Digital animation combines the creativity of traditional animation with the power of modern technology, making it a versatile and popular choice for many artists.&lt;/p&gt;







&lt;h1&gt;
  
  
  Art for game-devs
&lt;/h1&gt;

&lt;p&gt;To create art for a game, you first need to know what your game will be and its main selling point. Everything in the game should fit together well to make it a “good game.”&lt;/p&gt;

&lt;p&gt;The factors that influence a game will be discussed in another article.&lt;/p&gt;

&lt;p&gt;When making art for a game, you need to know what kind of game it will be and what style you want. If you’re unsure, experiment with different styles! Look at other games like &lt;a href="https://en.wikipedia.org/wiki/Cuphead" rel="noopener noreferrer"&gt;Cuphead&lt;/a&gt;, &lt;a href="https://en.wikipedia.org/wiki/Rayman_Legends" rel="noopener noreferrer"&gt;Rayman Legends&lt;/a&gt;, &lt;a href="https://en.wikipedia.org/wiki/Undertale" rel="noopener noreferrer"&gt;Undertale&lt;/a&gt;, &lt;a href="https://en.wikipedia.org/wiki/Street_Fighter_(video_game)" rel="noopener noreferrer"&gt;Street Fighter (I-II)&lt;/a&gt;, and &lt;a href="https://gopiratesoftware.com/games/Heartbound/" rel="noopener noreferrer"&gt;Heartbound&lt;/a&gt;. These are some popular 2D games with different art styles. For example, &lt;a href="https://en.wikipedia.org/wiki/Undertale" rel="noopener noreferrer"&gt;Undertale&lt;/a&gt; and &lt;a href="https://gopiratesoftware.com/games/Heartbound/" rel="noopener noreferrer"&gt;Heartbound&lt;/a&gt; are pixel-art games, and &lt;a href="https://gopiratesoftware.com/games/Heartbound/" rel="noopener noreferrer"&gt;Heartbound&lt;/a&gt; uses a color palette that is accessible for colorblind players.&lt;/p&gt;

&lt;p&gt;It’s hard to give specific advice, but generally, “Art can be used to visualize the game, and the underlying code controls the art and triggers different animations.”&lt;/p&gt;

&lt;p&gt;Besides the story, sound, and gameplay, art is one of the biggest selling points of a game.&lt;/p&gt;

&lt;p&gt;Art in a game can be made in two different forms&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Sprite animation&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fvdnjvoijvhhh0kooki6z.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fvdnjvoijvhhh0kooki6z.gif" alt="Sprite animation" width="480" height="280"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;strong&gt;Rigging (bone-based animation)&lt;/strong&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Firyupdszygysuwdlj0sf.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/cdn-cgi/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Firyupdszygysuwdlj0sf.gif" alt="Rigging animation" width="748" height="500"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Sprite animation uses a series of images called frames. These images are shown one after another to make the character look like it’s moving.&lt;/p&gt;

&lt;p&gt;Rigging is a method where you add “bones” to a character, similar to how it’s done in 3D animation. These bones control the character’s movement, making it easier to animate complex actions.&lt;/p&gt;







&lt;h1&gt;
  
  
  Art / Animation program comparisons
&lt;/h1&gt;

&lt;h3&gt;
  
  
  List of programs:
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.microsoft.com/nl-nl/windows/paint" rel="noopener noreferrer"&gt;Microsoft Paint&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.getpaint.net/" rel="noopener noreferrer"&gt;Paint.net&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.aseprite.org/" rel="noopener noreferrer"&gt;Aseprite&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.adobe.com/products/photoshop.html" rel="noopener noreferrer"&gt;Adobe Photoshop&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.adobe.com/products/illustrator.html" rel="noopener noreferrer"&gt;Adobe Illustrator&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.sketchbook.com/" rel="noopener noreferrer"&gt;Autodesk Sketchbook&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.gimp.org/" rel="noopener noreferrer"&gt;GIMP&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://krita.org/en/" rel="noopener noreferrer"&gt;Krita&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://procreate.com/" rel="noopener noreferrer"&gt;Procreate&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.escapemotions.com/products/rebelle/about" rel="noopener noreferrer"&gt;Rebelle&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.painterartist.com/en/product/painter/" rel="noopener noreferrer"&gt;Corel painter&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.clipstudio.net/en/" rel="noopener noreferrer"&gt;Clip studio paint&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://gitlab.com/inkscape/inkscape" rel="noopener noreferrer"&gt;Inkscape&lt;/a&gt;&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Price comparison
&lt;/h3&gt;

&lt;p&gt;OTL = One Time Licence&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Program:&lt;/th&gt;
&lt;th&gt;free:&lt;/th&gt;
&lt;th&gt;paid:&lt;/th&gt;
&lt;th&gt;price:&lt;/th&gt;
&lt;th&gt;Kind of licence:&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Microsoft Paint&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Paint.net&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Aseprite&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;€19,99-&lt;/td&gt;
&lt;td&gt;OTL&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Adobe Photoshop&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;€316,97- (2024)&lt;/td&gt;
&lt;td&gt;Per year&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Adobe Illustrator&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;€316,97- (2024)&lt;/td&gt;
&lt;td&gt;Per year&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Autodesk Sketchbook&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GIMP&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Krita&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Procreate&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;&amp;lt;€23,-&lt;/td&gt;
&lt;td&gt;OTL, (depends on platform)&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Rebelle&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;€169,39&lt;/td&gt;
&lt;td&gt;OTL, (3 devices)&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Corel painter&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;&amp;lt;€430,-&lt;/td&gt;
&lt;td&gt;OTL&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Clip studio paint&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;€45,49-&lt;/td&gt;
&lt;td&gt;OTL&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Inkscape&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;td&gt;-&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h3&gt;
  
  
  Main uses of the programs:
&lt;/h3&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Program:&lt;/th&gt;
&lt;th&gt;Drawing:&lt;/th&gt;
&lt;th&gt;Animating:&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;Microsoft Paint&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Paint.net&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Aseprite&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Adobe Photoshop&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Adobe Illustrator&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Autodesk Sketchbook&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;GIMP&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Krita&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Procreate&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Rebelle&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Corel painter&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Clip studio paint&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;Inkscape&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;In theory you could use any of these programs to animate but the listed programs have build-in support and features for animaton. Please correct me if I'm wrong in the comments.&lt;/p&gt;

&lt;p&gt;I use &lt;a href="https://www.microsoft.com/nl-nl/windows/paint" rel="noopener noreferrer"&gt;Microsoft Paint&lt;/a&gt; for small quick tasks and image scaling, &lt;a href="https://www.getpaint.net/" rel="noopener noreferrer"&gt;Paint.net&lt;/a&gt; for other more complicated tasks and modifications, &lt;a href="https://www.gimp.org/" rel="noopener noreferrer"&gt;GIMP&lt;/a&gt; for editing even harder or more complicated images. (I use &lt;a href="https://www.getpaint.net/" rel="noopener noreferrer"&gt;Paint.net&lt;/a&gt; way more often than &lt;a href="https://www.gimp.org/" rel="noopener noreferrer"&gt;GIMP&lt;/a&gt; because I'm used to it (and it is a lot simpler)). Then I use &lt;a href="https://krita.org/en/" rel="noopener noreferrer"&gt;Krita&lt;/a&gt; for my art and animation.&lt;/p&gt;

&lt;p&gt;Currently I'm making games in &lt;a href="https://gamemaker.io/en" rel="noopener noreferrer"&gt;GameMaker&lt;/a&gt; and am using its build-in image editor in combination with &lt;a href="https://www.getpaint.net/" rel="noopener noreferrer"&gt;Paint.net&lt;/a&gt;, altough &lt;a href="https://www.aseprite.org/" rel="noopener noreferrer"&gt;Aseprite&lt;/a&gt; might be a really good application to use instead. You'll just have to find out for yourself what application you like.&lt;/p&gt;

&lt;p&gt;When you are converting series of images from your hand-drawn animation into 2D animation then here is a list of applications for that:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.pencil2d.org/" rel="noopener noreferrer"&gt;Pencil2D&lt;/a&gt;&lt;/strong&gt; an open-source 2D animation software that allows you to import scanned images of your drawings and animate them.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://animationpaper.com/" rel="noopener noreferrer"&gt;Animation Paper&lt;/a&gt;&lt;/strong&gt; lets you scan your paper drawings and animate them digitally.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.toonboom.com/products/harmony" rel="noopener noreferrer"&gt;Toon Boom Harmony&lt;/a&gt;&lt;/strong&gt; professional animation software that supports importing scanned drawings and offers powerful tools for traditional and digital animation.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.adobe.com/products/animate.html" rel="noopener noreferrer"&gt;Adobe Animate / Flash&lt;/a&gt;&lt;/strong&gt; software allows you to import scanned images and create animations. It’s widely used in the industry for both 2D and interactive animations.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://tvpaint.com/en" rel="noopener noreferrer"&gt;TVPaint Animation&lt;/a&gt;&lt;/strong&gt; a high-end animation software that supports traditional animation techniques. You can scan your paper drawings and use TVPaint to animate them.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://flipanim.com/" rel="noopener noreferrer"&gt;FlipAnim&lt;/a&gt;&lt;/strong&gt; An online tool that allows you to create flipbook animations. You can upload images of your drawings and animate them frame by frame.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;You could use most video-editing software that allows you to import images at durations shorter than your desired frame-rate. the only problem is that for example in Microsoft's Moviemaker (now Clipchamp) has you select, import and scale the images one-by-one. Or at least, that was my experience with Microsoft MovieMaker (maybe I was missing some information or feature when using the software).&lt;/p&gt;







&lt;h1&gt;
  
  
  Usefull links
&lt;/h1&gt;

&lt;h2&gt;
  
  
  to learn art over-all
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Youtube channels
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Marc Brunet&lt;/strong&gt; (former Senior 3D Artist at Blizzard Entertainment): &lt;a href="https://www.youtube.com/@YTartschool" rel="noopener noreferrer"&gt;https://www.youtube.com/@YTartschool&lt;/a&gt; I defenitely reccomend watching Marc Brunet (He is one of the best art teachers on youtube).&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Draw like a sir&lt;/strong&gt;: &lt;a href="https://www.youtube.com/@DrawlikeaSir" rel="noopener noreferrer"&gt;https://www.youtube.com/@DrawlikeaSir&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Brad's art school&lt;/strong&gt;: &lt;a href="https://www.youtube.com/@BradsArtSchool" rel="noopener noreferrer"&gt;https://www.youtube.com/@BradsArtSchool&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;KeshArt&lt;/strong&gt;: &lt;a href="https://www.youtube.com/@KeshArt" rel="noopener noreferrer"&gt;https://www.youtube.com/@KeshArt&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Winged Canvas&lt;/strong&gt;: &lt;a href="https://www.youtube.com/@wingedcanvas" rel="noopener noreferrer"&gt;https://www.youtube.com/@wingedcanvas&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Trent Kaniuga&lt;/strong&gt;: &lt;a href="https://www.youtube.com/@TrentKaniuga" rel="noopener noreferrer"&gt;https://www.youtube.com/@TrentKaniuga&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Ross Draws&lt;/strong&gt;: &lt;a href="https://www.youtube.com/@RossDraws" rel="noopener noreferrer"&gt;https://www.youtube.com/@RossDraws&lt;/a&gt; 50/50 sometimes usefull, sometimes not.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Rapid fire art&lt;/strong&gt;: &lt;a href="https://www.youtube.com/@RapidFireArt" rel="noopener noreferrer"&gt;https://www.youtube.com/@RapidFireArt&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  to learn software applications
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Krita
&lt;/h3&gt;

&lt;p&gt;Krita tutorial for beginners course (by: Aaron Rutten): &lt;a href="https://www.youtube.com/watch?v=viTuqB3Qofo&amp;amp;list=PLo_kbikcLfN-4kZjxDr0k4pmFJa147JTd" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=viTuqB3Qofo&amp;amp;list=PLo_kbikcLfN-4kZjxDr0k4pmFJa147JTd&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Complete krita tutorial (by: sociamix): &lt;a href="https://www.youtube.com/watch?v=NbNQmE6WPK0" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=NbNQmE6WPK0&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;How to animate in krita for beginners (by: Winged Canvas): &lt;a href="https://www.youtube.com/watch?v=oXMCmiT_wxA" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=oXMCmiT_wxA&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Shading basics in krita (by: TutsByKai): &lt;a href="https://www.youtube.com/watch?v=a6Sg25lfoIE" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=a6Sg25lfoIE&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  Photoshop
&lt;/h3&gt;

&lt;p&gt;Beginners guide to drawing in photoshop (by: Trent Kanigua): &lt;a href="https://www.youtube.com/watch?v=ZOQ0A46IAGI" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=ZOQ0A46IAGI&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Animation in photoshop step-by-step tutorial (by: Olof Storm): &lt;a href="https://www.youtube.com/watch?v=PH7vcZjTSLA" rel="noopener noreferrer"&gt;https://www.youtube.com/watch?v=PH7vcZjTSLA&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;For the other programs and tutorials: please search for yourself by using the following terms:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;beginner tutorial "program name"&lt;/li&gt;
&lt;li&gt;drawing in "program name"&lt;/li&gt;
&lt;li&gt;animating in "program name"&lt;/li&gt;
&lt;li&gt;shading in "program name"&lt;/li&gt;
&lt;li&gt;composing in "program name"&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;and so on it saves me a lot of time.&lt;/p&gt;







&lt;h1&gt;
  
  
  Links and references to external sources
&lt;/h1&gt;

&lt;h2&gt;
  
  
  links from applications
&lt;/h2&gt;

&lt;p&gt;Microsoft Paint: &lt;a href="https://www.microsoft.com/nl-nl/windows/paint" rel="noopener noreferrer"&gt;https://www.microsoft.com/nl-nl/windows/paint&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Paint.net: &lt;a href="https://www.getpaint.net/" rel="noopener noreferrer"&gt;https://www.getpaint.net/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Aseprite: &lt;a href="https://www.aseprite.org/" rel="noopener noreferrer"&gt;https://www.aseprite.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Adobe Photoshop: &lt;a href="https://www.adobe.com/products/photoshop.html" rel="noopener noreferrer"&gt;https://www.adobe.com/products/photoshop.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Adobe Illustrator: &lt;a href="https://www.adobe.com/products/illustrator.html" rel="noopener noreferrer"&gt;https://www.adobe.com/products/illustrator.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Autodesk Sketchbook: &lt;a href="https://www.sketchbook.com/" rel="noopener noreferrer"&gt;https://www.sketchbook.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;GIMP (GNU Image Manipulation Program): &lt;a href="https://www.gimp.org/" rel="noopener noreferrer"&gt;https://www.gimp.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Krita: &lt;a href="https://krita.org/en/" rel="noopener noreferrer"&gt;https://krita.org/en/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Procreate: &lt;a href="https://procreate.com/" rel="noopener noreferrer"&gt;https://procreate.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Rebelle: &lt;a href="https://www.escapemotions.com/products/rebelle/about" rel="noopener noreferrer"&gt;https://www.escapemotions.com/products/rebelle/about&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Corel painter: &lt;a href="https://www.painterartist.com/en/product/painter/" rel="noopener noreferrer"&gt;https://www.painterartist.com/en/product/painter/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Clip studio paint: &lt;a href="https://www.clipstudio.net/en/" rel="noopener noreferrer"&gt;https://www.clipstudio.net/en/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Inkscape: &lt;a href="https://gitlab.com/inkscape/inkscape" rel="noopener noreferrer"&gt;https://gitlab.com/inkscape/inkscape&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Pencil2D: &lt;a href="https://www.pencil2d.org/" rel="noopener noreferrer"&gt;https://www.pencil2d.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Animation Paper: &lt;a href="https://animationpaper.com/" rel="noopener noreferrer"&gt;https://animationpaper.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Toon Boom Harmony: &lt;a href="https://www.toonboom.com/products/harmony" rel="noopener noreferrer"&gt;https://www.toonboom.com/products/harmony&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Adobe Animate / Flash: &lt;a href="https://www.adobe.com/products/animate.html" rel="noopener noreferrer"&gt;https://www.adobe.com/products/animate.html&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;TVPaint Animation: &lt;a href="https://tvpaint.com/en" rel="noopener noreferrer"&gt;https://tvpaint.com/en&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;FlipAnim: &lt;a href="https://flipanim.com/" rel="noopener noreferrer"&gt;https://flipanim.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;GameMaker: &lt;a href="https://gamemaker.io/en" rel="noopener noreferrer"&gt;https://gamemaker.io/en&lt;/a&gt;&lt;/p&gt;

&lt;h3&gt;
  
  
  references to external sites
&lt;/h3&gt;

&lt;p&gt;&lt;strong&gt;Wikipedia:&lt;/strong&gt;&lt;br&gt;
&lt;a href="https://en.wikipedia.org/wiki/Traditional_animation" rel="noopener noreferrer"&gt;https://en.wikipedia.org/wiki/Traditional_animation&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Games:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Cuphead:&lt;/strong&gt; &lt;a href="https://en.wikipedia.org/wiki/Cuphead" rel="noopener noreferrer"&gt;https://en.wikipedia.org/wiki/Cuphead&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rayman Legends:&lt;/strong&gt; &lt;a href="https://en.wikipedia.org/wiki/Rayman_Legends" rel="noopener noreferrer"&gt;https://en.wikipedia.org/wiki/Rayman_Legends&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Undertale:&lt;/strong&gt; &lt;a href="https://en.wikipedia.org/wiki/Undertale" rel="noopener noreferrer"&gt;https://en.wikipedia.org/wiki/Undertale&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Street Fighter (I-II):&lt;/strong&gt; &lt;a href="https://en.wikipedia.org/wiki/Street_Fighter_(video_game)" rel="noopener noreferrer"&gt;https://en.wikipedia.org/wiki/Street_Fighter_(video_game)&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Heartbound:&lt;/strong&gt; &lt;a href="https://gopiratesoftware.com/games/Heartbound/" rel="noopener noreferrer"&gt;https://gopiratesoftware.com/games/Heartbound/&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Images
&lt;/h3&gt;

&lt;p&gt;Example image static art: &lt;a href="https://i.pinimg.com/originals/5e/e7/30/5ee730626ea86ed583c4e72f6145abdc.jpg" rel="noopener noreferrer"&gt;https://i.pinimg.com/originals/5e/e7/30/5ee730626ea86ed583c4e72f6145abdc.jpg&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Traditional art: &lt;a href="https://miro.medium.com/v2/resize:fill:1200:675/g:fp:0.47:0.34/1*Y50-Ut4Bry8xIaC5YRlbrA.jpeg" rel="noopener noreferrer"&gt;https://miro.medium.com/v2/resize:fill:1200:675/g:fp:0.47:0.34/1*Y50-Ut4Bry8xIaC5YRlbrA.jpeg&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Digital art: &lt;a href="https://artignition.com/wp-content/uploads/2021/06/artignition-what-is-a-digital-art.jpg" rel="noopener noreferrer"&gt;https://artignition.com/wp-content/uploads/2021/06/artignition-what-is-a-digital-art.jpg&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image animation: &lt;a href="https://oyster.ignimgs.com/wordpress/stg.ign.com/2015/08/tumblr_nr13fzCrVO1rwg7ino2_400.gif" rel="noopener noreferrer"&gt;https://oyster.ignimgs.com/wordpress/stg.ign.com/2015/08/tumblr_nr13fzCrVO1rwg7ino2_400.gif&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Traditional animation, hand-drawn: &lt;a href="https://www.traditionalanimation.com/wp-content/uploads/2013/12/AaronBlaisePaperAnimation.jpeg" rel="noopener noreferrer"&gt;https://www.traditionalanimation.com/wp-content/uploads/2013/12/AaronBlaisePaperAnimation.jpeg&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Traditional animation, stop-motion: &lt;a href="https://patmat.tv/wp-content/uploads/2020/04/BenB-studio-foto-making-off-4.jpg" rel="noopener noreferrer"&gt;https://patmat.tv/wp-content/uploads/2020/04/BenB-studio-foto-making-off-4.jpg&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Digitally-drawn animation: &lt;a href="https://beforesandafters.com/wp-content/uploads/2019/11/klaus_feature.jpg" rel="noopener noreferrer"&gt;https://beforesandafters.com/wp-content/uploads/2019/11/klaus_feature.jpg&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Motion graphics animation: &lt;a href="https://media0.giphy.com/media/OcbCi4OcPuqPTHCLR0/source.gif" rel="noopener noreferrer"&gt;https://media0.giphy.com/media/OcbCi4OcPuqPTHCLR0/source.gif&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image drawing copy board: &lt;a href="https://img.ltwebstatic.com/images3_spmp/2023/12/18/a0/170290967925276e913add02acd4fabb61b5bd3574_thumbnail_720x.webp" rel="noopener noreferrer"&gt;https://img.ltwebstatic.com/images3_spmp/2023/12/18/a0/170290967925276e913add02acd4fabb61b5bd3574_thumbnail_720x.webp&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image A4-format photo scanner canon: &lt;a href="https://i1.adis.ws/i/canon/Madiera-FSL-Ambient_1920x520_232914564267280?w=1920&amp;amp;sm=aspect&amp;amp;aspect=4:1&amp;amp;qlt=80&amp;amp;fmt=jpg&amp;amp;fmt.options=interlaced&amp;amp;bg=rgb(255,255,255)" rel="noopener noreferrer"&gt;https://i1.adis.ws/i/canon/Madiera-FSL-Ambient_1920x520_232914564267280?w=1920&amp;amp;sm=aspect&amp;amp;aspect=4:1&amp;amp;qlt=80&amp;amp;fmt=jpg&amp;amp;fmt.options=interlaced&amp;amp;bg=rgb(255,255,255)&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image art supply kit: &lt;a href="https://images-na.ssl-images-amazon.com/images/I/51Y%2BUU648tL._SS600_.jpg" rel="noopener noreferrer"&gt;https://images-na.ssl-images-amazon.com/images/I/51Y%2BUU648tL.&lt;em&gt;SS600&lt;/em&gt;.jpg&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image traditional art poster: &lt;a href="https://ae01.alicdn.com/kf/Sceb5b748133648a58bc14ce6cc532e30H/Japanse-Vintage-Art-Poster-Reizen-Japanse-Art-Print-Paar-Geisha-Japan-Canvas-Schilderij-Moderne-Galerij-Leeszaal.jpg" rel="noopener noreferrer"&gt;https://ae01.alicdn.com/kf/Sceb5b748133648a58bc14ce6cc532e30H/Japanse-Vintage-Art-Poster-Reizen-Japanse-Art-Print-Paar-Geisha-Japan-Canvas-Schilderij-Moderne-Galerij-Leeszaal.jpg&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image traditional art portrait (Het melkmeisje): &lt;br&gt;
&lt;a href="https://i.ytimg.com/vi/XHUyMDyFBEo/hqdefault.jpg" rel="noopener noreferrer"&gt;https://i.ytimg.com/vi/XHUyMDyFBEo/hqdefault.jpg&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image traditional art landscapes (Bob Ross): &lt;a href="https://files.floridados.gov/media/706604/ross.png?width=300&amp;amp;height=200&amp;amp;mode=max" rel="noopener noreferrer"&gt;https://files.floridados.gov/media/706604/ross.png?width=300&amp;amp;height=200&amp;amp;mode=max&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image traditional art scenery (Anton Pieck): &lt;a href="https://www.lambiek.net/artists/image/p/pieck_anton/pieck_gebakkraam.jpg" rel="noopener noreferrer"&gt;https://www.lambiek.net/artists/image/p/pieck_anton/pieck_gebakkraam.jpg&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example of traditional art draft (Sans, Undertale): &lt;a href="https://krita-artists.org/uploads/default/optimized/3X/4/b/4bda707fdd65c77abe228c3305d1a74b13f4de5e_2_800x774.jpeg" rel="noopener noreferrer"&gt;https://krita-artists.org/uploads/default/optimized/3X/4/b/4bda707fdd65c77abe228c3305d1a74b13f4de5e_2_800x774.jpeg&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image tablets: &lt;a href="https://annamystory.com/wp-content/uploads/2021/10/2.webp" rel="noopener noreferrer"&gt;https://annamystory.com/wp-content/uploads/2021/10/2.webp&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image aseprite: &lt;a href="https://img.utdstc.com/screen/837/b1c/837b1ca821f9ee4aee68963cc2c551fbc27a539bcf062a9245b505ce0a4d89f7:600" rel="noopener noreferrer"&gt;https://img.utdstc.com/screen/837/b1c/837b1ca821f9ee4aee68963cc2c551fbc27a539bcf062a9245b505ce0a4d89f7:600&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image film: &lt;a href="https://cdn.shopify.com/s/files/1/0429/4769/files/Banner-35mm-Film.jpg?v=1613511249" rel="noopener noreferrer"&gt;https://cdn.shopify.com/s/files/1/0429/4769/files/Banner-35mm-Film.jpg?v=1613511249&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Example image digital movie formats: &lt;a href="https://blog.filestack.com/wp-content/uploads/2019/03/video_file_format.png" rel="noopener noreferrer"&gt;https://blog.filestack.com/wp-content/uploads/2019/03/video_file_format.png&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Sprite animation: &lt;a href="https://i.pinimg.com/originals/47/38/39/473839c16d4b5cd6b5ec335ee3a9923c.gif" rel="noopener noreferrer"&gt;https://i.pinimg.com/originals/47/38/39/473839c16d4b5cd6b5ec335ee3a9923c.gif&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Rigging animation: &lt;a href="https://school.mangoanimate.com/wp-content/uploads/2021/04/mango-animate-make-2D-rigging-in-5-minutes-step3-1.gif-1.gif" rel="noopener noreferrer"&gt;https://school.mangoanimate.com/wp-content/uploads/2021/04/mango-animate-make-2D-rigging-in-5-minutes-step3-1.gif-1.gif&lt;/a&gt;&lt;/p&gt;

</description>
      <category>gamedev</category>
      <category>art</category>
      <category>drawing</category>
      <category>pixelart</category>
    </item>
    <item>
      <title>Learn how to choose your (digital) 3D art / animation software and the basics</title>
      <dc:creator>Vash</dc:creator>
      <pubDate>Tue, 17 Sep 2024 09:35:58 +0000</pubDate>
      <link>https://dev.to/vash000/learn-how-to-choose-your-digital-3d-art-animation-software-and-the-basics-5en8</link>
      <guid>https://dev.to/vash000/learn-how-to-choose-your-digital-3d-art-animation-software-and-the-basics-5en8</guid>
      <description>&lt;h2&gt;
  
  
  Introduction
&lt;/h2&gt;

&lt;p&gt;This article is for anyone interested in choosing 3D art or animation software. Whether you're working in game development, creating animations, or producing 3D renders, this guide will help you make an informed decision.&lt;/p&gt;

&lt;p&gt;If you're considering using 3D software for a hobby or work, be prepared to invest time. Learning the skills needed for 3D art can take at least 30 hours, and that’s just the beginning. You’ll spend many more hours making 3D models, sculpting, animating, or rendering.&lt;/p&gt;

&lt;p&gt;For those already familiar with 3D art, you can skip to the tables below. However, if you’re new to this field, I recommend reading through the entire article for a solid introduction.&lt;/p&gt;

&lt;p&gt;At the end of the article, I’ve included links to helpful resources for learning 3D techniques. Feel free to leave comments about anything I might have missed or areas where I could improve. Your feedback will help me improve future articles.&lt;/p&gt;

&lt;p&gt;Lastly, I used a mix of AI tools, including Copilot and ChatGPT, to improve my writing because, although I have a lot of knowledge, I find writing challenging. But thankfully, AI helped fix that problem for me.😊&lt;/p&gt;

&lt;p&gt;Enjoy reading!  -  &lt;a href="https://dev.to/vash000"&gt;Vash000&lt;/a&gt;&lt;/p&gt;




&lt;h1&gt;
  
  
  Table of contents
&lt;/h1&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;The order of creating 3D models&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;About 3D models&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;The different kinds of 3D art creation&lt;/strong&gt; (Modeling, Sculpting, Photogrammetry)&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rigging&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Simulation&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Animation&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rendering&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Compositing / composition&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;The types of applications and what they are used for&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;For game-devs&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Filetypes&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Program comparison&lt;/strong&gt; (Free/Paid, Filetype support, Use case(s))&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;popular software combinations / bundles&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;3D suite combinations&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;My conclusion about the software&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Things to take away&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Links and references&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;recomended Free tutorials&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;







&lt;h2&gt;
  
  
  The order of creating 3D models
&lt;/h2&gt;

&lt;p&gt;The process behind the creation of 3D models, art and/or animations is usually pretty similar. You usually first start with a concept (usually a drawing or a storyboard). Then you start either blocking out a individual model or an entire scene. After that you are going to polish and finalize all the models. Then you start animating (expecting that you've already made a 3D model, textured it and rigged it). Then you add lightning (adding lights can also be done earlier this just depends on your own personal preferences). And after that you can do camera placement, rendering, and compositing/post-processing.&lt;/p&gt;

&lt;p&gt;Here is the same information in the form of a list (by AI my helpful assistent):&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Concept:&lt;/strong&gt; The process usually starts with a concept, which can be a drawing, a storyboard, or a written description. This stage involves brainstorming and planning the overall look and feel of the project.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Blocking Out:&lt;/strong&gt; Next, you begin blocking out an individual model or an entire scene. This involves creating basic shapes and structures to establish the composition and layout.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Modeling and Polishing:&lt;/strong&gt; After blocking out, you move on to modeling and polishing the models. This step involves adding details, refining shapes, and ensuring that the models are accurate and visually appealing.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Texturing:&lt;/strong&gt; Once the models are finalized, you apply textures to add color, patterns, and surface details. This step enhances the realism and visual interest of the models.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rigging:&lt;/strong&gt; If the models need to be animated, you create a rig by adding bones and controls. This allows you to manipulate the models and create realistic movements.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Animation:&lt;/strong&gt; With the rigged models, you can start animating. This involves creating keyframes and adjusting the movements to bring the models to life.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Lighting:&lt;/strong&gt; Adding lighting to the scene is crucial for setting the mood and enhancing the visual quality. Lighting can be added at various stages, depending on personal preferences and project requirements.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Camera Placement:&lt;/strong&gt; Positioning the camera is essential for framing the shots and guiding the viewer’s attention. This step involves setting up camera angles, movements, and focal points.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rendering:&lt;/strong&gt; Once everything is set up, you render the scene to generate the final images or animations. This step involves calculating the effects of lighting, shading, and textures to produce high-quality visuals.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Compositing/Post-Processing:&lt;/strong&gt; The final step is compositing and post-processing. This involves combining multiple elements, adjusting colors, adding effects, and enhancing the overall visual quality.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;In this article, I will &lt;strong&gt;try&lt;/strong&gt; to explain 3D models, what components they consist of, and the major steps within the workflow of creating 3D models/art/animation. (Sorry for my poor writing skills I tired...)&lt;/p&gt;







&lt;h2&gt;
  
  
  About 3D models
&lt;/h2&gt;

&lt;h3&gt;
  
  
  Basics of a 3D model
&lt;/h3&gt;

&lt;p&gt;A 3D model, even without color information, is made up of three key components:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Vertices&lt;/strong&gt; (points in 3D space (&lt;code&gt;X, Y, Z&lt;/code&gt;))&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Edges&lt;/strong&gt; (Lines between the points (&lt;code&gt;V1, V2&lt;/code&gt;))&lt;/li&gt;
&lt;li&gt;
&lt;strong&gt;Faces&lt;/strong&gt; (In-fill between the edges and vertices (&lt;code&gt;V1, V2, V3&lt;/code&gt;))&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;These three elements (vertices, edges, and faces) are the building blocks of all 3D models. Without them, 3D models as we know them wouldn’t exist.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fegrarpjajg5i7i6slax1.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fegrarpjajg5i7i6slax1.png" alt="Example 3D-model verticles, edges, faces"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;There’s a debate in the 3D community about whether to use triangles (tris) or quadrilaterals (quads). While tris are more compatible across different software (since most applications convert everything into triangles), quads are easier to work with when modeling. Ultimately, it’s a matter of preference.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fttn7bgkm4i76tjxy2ij8.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fttn7bgkm4i76tjxy2ij8.png" alt="Tris vs Quads image"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Watch out for N-gons (polygons with more than four sides). They can cause problems in 3D modeling and are generally avoided. It’s best to stay avoid them whenever possible.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F8pyrqjfdzji5j4uapous.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F8pyrqjfdzji5j4uapous.png" alt="N-gons image"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;For more detailed information about polygon meshes, you can visit &lt;a href="https://en.wikipedia.org/wiki/Polygon_mesh" rel="noopener noreferrer"&gt;this wikipedia page&lt;/a&gt;.&lt;/p&gt;

&lt;h3&gt;
  
  
  Faces, Materials and Textures
&lt;/h3&gt;

&lt;h4&gt;
  
  
  Faces
&lt;/h4&gt;

&lt;p&gt;Faces form the surface of a 3D model. Each face has a normal vector that indicates which direction the face is pointing. If the normals are incorrect, they can cause issues, like the surface appearing invisible. Thankfully, this is a common problem with easy fixes, and most 3D software has tutorials you could use to help you solve this issue.&lt;/p&gt;

&lt;h4&gt;
  
  
  Materials
&lt;/h4&gt;

&lt;p&gt;In 3D modeling, materials control how an object interacts with light. They determine properties such as color, shininess, and transparency. Materials can also use multiple textures, like a diffuse texture for color or a bump map for surface details.&lt;/p&gt;

&lt;p&gt;While materials can be tricky to explain, they will start to make more sense as you are working on your own projects.&lt;/p&gt;

&lt;p&gt;Here is an example image of a material in &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fxgnkdb661ny3me9xpups.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fxgnkdb661ny3me9xpups.png" alt="Blender material editor"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h4&gt;
  
  
  Textures
&lt;/h4&gt;

&lt;p&gt;Textures are images (usually in formats like JPG or PNG) applied to the surface of a 3D model to add details such as color, patterns, and surface variations. They simulate the appearance of different materials.&lt;/p&gt;

&lt;p&gt;There are several methods for applying textures to a 3D model, including:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Generative/Procedural Textures&lt;/strong&gt; These are generated algorithmically, creating patterns or surface details without using pre-made images.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Feqsvjsb6i83ecjskouaz.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Feqsvjsb6i83ecjskouaz.png" alt="Generative / Procedural textures "&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Photoscanned Textures:&lt;/strong&gt; These are textures created by scanning real-world objects to capture detailed surface characteristics.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F2eokzmnm5c3b8h6nnpx3.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F2eokzmnm5c3b8h6nnpx3.png" alt="Photoscanned texture"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Triplanar Mapping&lt;/strong&gt; This method projects textures onto a model from three directions, making it useful for objects with complex surfaces.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F9f690tb5qlfjhep2iwhl.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F9f690tb5qlfjhep2iwhl.png" alt="Triplanar Mapping"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Vertex Colors&lt;/strong&gt; Vertex colors allow you to paint colors directly onto a 3D model without needing a texture map.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fht2cefsk2nrasvtz108g.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fht2cefsk2nrasvtz108g.png" alt="Vertex colors"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;In game development and animation, you'll often come across different texture maps, like &lt;strong&gt;Normal Maps&lt;/strong&gt;, &lt;strong&gt;Roughness Maps&lt;/strong&gt;, &lt;strong&gt;Specular Maps&lt;/strong&gt;, and &lt;strong&gt;Ambient Occlusion Maps&lt;/strong&gt;. Each of these adds a different layer of detail or effect to your model.&lt;/p&gt;

&lt;p&gt;One of the most interesting maps is the Normal Map. It creates the illusion of depth and complexity by converting a flat image into a 3D-like surface without increasing the number of polygons. This is commonly used in game development to reduce memory usage.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fq1oslw85jol79dmyit9s.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fq1oslw85jol79dmyit9s.jpg" alt="Normal Map example image"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;If you are serious about 3D texturing, you might want to try &lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance Painter&lt;/a&gt;. &lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance Painter&lt;/a&gt;, is a popular (though paid) tool for creating and applying textures. While it can be expensive, it’s a powerful tool used by many professionals in the industry.&lt;/p&gt;

&lt;p&gt;I’ve only ever used a demo version of &lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance Painter&lt;/a&gt;(probably pirated it) 🏴‍☠️. But I definitely recommend it to anyone interested in 3D art, animation, or game-dev. But don't be like me and use a legal, paid, or free trial version.&lt;/p&gt;







&lt;h2&gt;
  
  
  The different kinds of 3D art creation
&lt;/h2&gt;

&lt;p&gt;There are many ways to create 3D art, including:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Modeling&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;(Digital) Sculpting&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Photogrammetry&lt;/strong&gt;&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fkzklnsmnvgqxwb95i3l2.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fkzklnsmnvgqxwb95i3l2.png" alt="Examples of modeling, sculpting and photogrammetry"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Photogrammetry and laser scanning can produce realistic models, but traditional techniques like sculpting, modeling, and procedural generation can also achieve highly realistic results. There are many different styles of 3D art, and this article will focus on the various tools and their uses.&lt;/p&gt;

&lt;h3&gt;
  
  
  Modelling and its different forms
&lt;/h3&gt;

&lt;p&gt;Modeling is the process of creating 3D objects, often used to design buildings, props, and other assets.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F1rtm3msfyfhm0wonakyx.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F1rtm3msfyfhm0wonakyx.png" alt="Example image asset pack"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Some common modeling techniques include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Box modeling:&lt;/strong&gt; Starting with a basic shape (like a cube) and refining it by adding more detail (adding more geometry).&lt;br&gt;
&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fnsoxmu6qibf509qdphc7.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fnsoxmu6qibf509qdphc7.jpg" alt="Example image of box modeling"&gt;&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Boolean modeling:&lt;/strong&gt; Using operations like union or subtraction to combine (simple) shapes into more complex forms.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F54bgadsg15nak6setsnn.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F54bgadsg15nak6setsnn.png" alt="Example image of Boolean modeling"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Subdivision modeling:&lt;/strong&gt; Dividing polygons into smaller parts to create smoother, more detailed surfaces.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fc1dsekvwbluoql7d4mw5.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fc1dsekvwbluoql7d4mw5.png" alt="Example image of Subdivision modeling"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Surface modeling:&lt;/strong&gt; Creating smooth, complex surfaces, often used in product or automotive design.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ffen0ej1duoxx1fj9ga2s.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ffen0ej1duoxx1fj9ga2s.jpg" alt="Example image of Surface modeling"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Modular modeling:&lt;/strong&gt; Building reusable components (or "modules") that can be used in larger scenes.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fryr1yxfcya9ch6redt1b.jpeg" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fryr1yxfcya9ch6redt1b.jpeg" alt="Example image of Modular modeling"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Kitbashing:&lt;/strong&gt; Combining pre-made models to quickly create new designs, often used in concept art.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Flm9kokc93g7bywkkliky.jpg" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Flm9kokc93g7bywkkliky.jpg" alt="Example image of Kitbashing"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Procedural modeling:&lt;/strong&gt; Using algorithms to generate complex structures, like cities or natural landscapes.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fxfwmrhyyaonbx8l4nga3.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fxfwmrhyyaonbx8l4nga3.png" alt="Example image of Procedural modeling"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Spline/NURBS modeling:&lt;/strong&gt; Using curves to define surfaces, often for smooth, mathematically precise objects.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fx8atmuo5e1hkwcmzn4d6.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fx8atmuo5e1hkwcmzn4d6.png" alt="Example image of Spline/NURBS modeling"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Each of these methods offers unique strengths, depending on the task at hand. As you experiment with 3D modeling software, like &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt;, &lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt;, or &lt;a href="https://www.autodesk.com/nl/products/3ds-max/overview" rel="noopener noreferrer"&gt;3ds Max&lt;/a&gt;, you’ll discover which techniques work best for you.&lt;/p&gt;

&lt;h3&gt;
  
  
  (Digital) Sculpting
&lt;/h3&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F6wxd6rd5babojogdz84z.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F6wxd6rd5babojogdz84z.png" alt="Random Image digital sculpting"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Digital sculpting, or 3D sculpting, is a popular way to create 3D models, especially when you want to achieve highly detailed and organic shapes. It is similar to traditional clay sculpting, where you mold and shape the object. Some well-known software used for this technique includes &lt;a href="https://www.maxon.net/en/zbrush-digital-scultping-software" rel="noopener noreferrer"&gt;ZBrush&lt;/a&gt;, &lt;a href="https://www.autodesk.com/nl/products/mudbox/overview" rel="noopener noreferrer"&gt;Mudbox&lt;/a&gt;, and &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Digital sculpting is great for creating natural forms like characters, creatures, and even landscapes. It’s also perfect for adding fine details like surface textures, scratches, wrinkles, or other elements that make 3D models look more realistic.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwzwnw3rk1ixpcfajnvzr.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwzwnw3rk1ixpcfajnvzr.png" alt="Example image 3D sculpted head with damage"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Once a model has been sculpted, artists usually perform retopology. Retopology is the process of simplifying a model’s polygon count to make it easier to use in games, animations, or real-time applications. Lowering the number of polygons helps reduce file sizes and improves performance, whether in games or during rendering.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwcup1vbpag9dxj8312u9.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fwcup1vbpag9dxj8312u9.png" alt="Image description"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fs7qno150v58k64vyindk.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fs7qno150v58k64vyindk.png" alt="Image description"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Though there are automatic retopology tools, manually adjusting the polygons is often needed to get the best results. In manual retopology, the artist carefully traces over the sculpted model to create a more efficient and cleaner version. For models meant for animation, a well-planned edge flow (how the lines or edges are arranged) is crucial to make sure they move properly.&lt;/p&gt;

&lt;p&gt;After retopology, artists often "bake" a normal map, which captures the fine details from the high-resolution model and applies them to the lower-poly version. This way, the model looks detailed without being too heavy for computers to process.&lt;/p&gt;

&lt;p&gt;Retopology is vital for game development because it ensures smooth performance, but in movies, high-resolution models are sometimes used without optimization, as performance isn’t as much of a concern.&lt;/p&gt;

&lt;h3&gt;
  
  
  Photogrammetry
&lt;/h3&gt;

&lt;p&gt;Photogrammetry is a technique used to create highly detailed 3D models by taking multiple photos of an object or environment from different angles. Specialized software like &lt;a href="https://www.agisoft.com/" rel="noopener noreferrer"&gt;Agisoft Metashape&lt;/a&gt;, &lt;a href="https://www.capturingreality.com/" rel="noopener noreferrer"&gt;RealityCapture&lt;/a&gt;, or &lt;a href="https://alicevision.org/" rel="noopener noreferrer"&gt;Meshroom&lt;/a&gt; stitches (joins) these images together to form a detailed 3D mesh, complete with textures.&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fhp3hf2qee0x5btaoiw6k.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fhp3hf2qee0x5btaoiw6k.png" alt="Example image of photogrammetry"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;To achieve full coverage of an object, you can either place it on a rotating platform or move around it, capturing as many angles as possible. The goal is to collect all visual data necessary to produce a highly accurate model.&lt;/p&gt;

&lt;p&gt;In game development, a well-known company, &lt;a href="https://quixel.com/" rel="noopener noreferrer"&gt;Quixel&lt;/a&gt;, uses photogrammetry to build the &lt;a href="https://quixel.com/megascans" rel="noopener noreferrer"&gt;Megascans library&lt;/a&gt;. These assets are integrated into &lt;a href="https://www.unrealengine.com/en-US/unreal-engine-5" rel="noopener noreferrer"&gt;Unreal Engine 5&lt;/a&gt;, allowing developers to use high-resolution models directly in real-time applications thanks to a technology called Nanite. Nanite efficiently handles detailed photogrammetry models without requiring manual optimization.&lt;/p&gt;

&lt;p&gt;However, in game engines that don’t support Nanite, retopology may still be necessary to lower the polygon count for real-time use. This ensures that the models run smoothly without affecting game performance.&lt;/p&gt;

&lt;p&gt;Photogrammetry is widely used across industries like game development, animation, architecture, archaeology, and virtual tourism. It is especially helpful for creating realistic environments and objects that require lifelike detail.&lt;/p&gt;







&lt;h2&gt;
  
  
  Rigging
&lt;/h2&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcj9ewanwjw7g0vfkzn63.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcj9ewanwjw7g0vfkzn63.png" alt="Example image of a 3D rigged model"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Rigging is an essential process in 3D modeling that allows artists to create the skeleton or structure that will move a model. This involves grouping certain points (or vertices) of the model and attaching them to invisible objects called “bones,” which control their movement. This technique makes it possible to animate the model later.&lt;/p&gt;

&lt;p&gt;In &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;blender&lt;/a&gt; and other 3D applications, a bone typically looks like this:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4werl3j95f8knoyni5m5.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4werl3j95f8knoyni5m5.png" alt="Blender bone"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;While the default bone is simple, you can modify its appearance and even color it for easier identification. Larger studios often create reusable rigs, ensuring efficiency when rigging new models.&lt;/p&gt;

&lt;p&gt;In complex animations, bones can be connected and limited, meaning one bone's movement may affect another. This simplifies the animation process, making movements more natural.&lt;/p&gt;

&lt;p&gt;The rigging process typically includes the following steps:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Inserting bones&lt;/strong&gt; Adding bones to the model to create a skeleton.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Weightpainting&lt;/strong&gt; (Automatic or manually) This process assigns influence to bones over specific parts of the model. Weight painting can be done automatically, but manual adjustments are often necessary to ensure precision.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;For a more in-depth guide on rigging, check out &lt;a href="https://blog.cg-wire.com/rigging-in-animation/#:~:text=Rigging%20is%20the%20process%20of,joints%2C%20known%20as%20a%20rig." rel="noopener noreferrer"&gt;this article at CG Wire&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Rigging can be a delicate process, and any errors will become apparent during animation. For instance, if weights are misassigned, parts of the model may not move as expected.&lt;/p&gt;







&lt;h2&gt;
  
  
  Simulation
&lt;/h2&gt;

&lt;p&gt;In 3D animation and game development, simulations are used to replicate real-world physics and behaviors, adding a dynamic and realistic quality to virtual scenes. Here are common types of simulations used:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Gravity &amp;amp; Collisions:&lt;/strong&gt; These simulate how objects fall and interact with one another in terms of physical forces. For example, objects falling, colliding, or bouncing in a realistic manner is vital for creating immersive experiences.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fsteamuserimages-a.akamaihd.net%2Fugc%2F541923470430305358%2F426002902D227CB3B822A15CC7EA0AF5D6718D7B%2F%3Fimw%3D5000%26imh%3D5000%26ima%3Dfit%26impolicy%3DLetterbox%26imcolor%3D%2523000000%26letterbox%3Dfalse" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fsteamuserimages-a.akamaihd.net%2Fugc%2F541923470430305358%2F426002902D227CB3B822A15CC7EA0AF5D6718D7B%2F%3Fimw%3D5000%26imh%3D5000%26ima%3Dfit%26impolicy%3DLetterbox%26imcolor%3D%2523000000%26letterbox%3Dfalse" alt="Example gif battlefield animation building crashing"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Particles:&lt;/strong&gt; These are used to simulate tiny, discrete elements like fire, smoke, rain, and even bugs. Particle systems are critical for creating environmental effects that enhance the visual quality of games and animations.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcxibra2m3lkjkk6q4s9x.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcxibra2m3lkjkk6q4s9x.gif" alt="Particle system example gif"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Bodies of water (rivers, oceans):&lt;/strong&gt; Water simulation goes beyond basic fluid dynamics to capture the complex behavior of oceans, rivers, and lakes. These simulations make water feel more alive, showing realistic waves, ripples, and interactions with other objects.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fk8h718vm5m2z7la3ojvx.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fk8h718vm5m2z7la3ojvx.gif" alt="Example gif ocean simulation"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Here is a &lt;a href="https://www.google.com/url?sa=i&amp;amp;url=https%3A%2F%2Fwww.youtube.com%2Fwatch%3Fv%3D1PAnoXeafgo&amp;amp;psig=AOvVaw1ROYWsJqmYD7-PRB6nWFm5&amp;amp;ust=1726563906172000&amp;amp;source=images&amp;amp;cd=vfe&amp;amp;opi=89978449&amp;amp;ved=0CBQQjRxqFwoTCOiawfWNx4gDFQAAAAAdAAAAABAQ" rel="noopener noreferrer"&gt;link to a youtube video talking about simulated rivers&lt;/a&gt;.&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Cloth and Fur/hair:&lt;/strong&gt; Cloth simulation replicates how fabrics and materials move, while fur and hair simulation focuses on natural movements for characters. These systems help create more realistic animations for clothes, fur, or hair interacting with the environment and other objects.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ft5w9kb34lyedx07vkxnu.gif" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Ft5w9kb34lyedx07vkxnu.gif" alt="Example gif Cloth simulation"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fstatic.collectui.com%2Fshots%2F3318285%2Fhair-fur-medium" class="article-body-image-wrapper"&gt;&lt;img src="https://media.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fstatic.collectui.com%2Fshots%2F3318285%2Fhair-fur-medium" alt="Example gif fur / hair simulation"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;
&lt;strong&gt;Growth of vegitation:&lt;/strong&gt; This type of simulation models the natural growth of plants and trees. It is often used to create evolving, dynamic environments, making a scene feel more alive.&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Simulations are made possible through advanced features in software, such as:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Physics Engines:&lt;/strong&gt; These handle the interactions between objects (3D models) based on physical properties like mass, velocity, and friction.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Particle Systems:&lt;/strong&gt; These manage and simulate vast numbers of particles to create effects like smoke or fire. Particle systems are controlled "particles" that are controlled by their physical properties like mass, velocity, and friction. In some 3D editors particles are also effected by wind and other factors.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Fluid Dynamics:&lt;/strong&gt; Used to simulate liquids and gases, fluid dynamics replicate how these substances move and behave in different environments.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Soft Body Dynamics:&lt;/strong&gt; This simulates objects that can deform, such as skin, fabric, or even jelly-like materials.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Procedural Generation:&lt;/strong&gt; This creates complex environments or structures through algorithms, often used for landscapes or large-scale environments.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Uses of Simulation in Game Development and 3D Animation
&lt;/h3&gt;

&lt;p&gt;Simulations are used in a wide range of applications within game development and 3D animation, including:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Environmental Effects:&lt;/strong&gt; Creating realistic weather, smoke, fire, and water effects.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Character Animation:&lt;/strong&gt; Enhancing the realism of character movements, including clothing and hair dynamics.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Gameplay Mechanics:&lt;/strong&gt; Simulating physical interactions and behaviors to create engaging and believable gameplay experiences.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Visual Storytelling:&lt;/strong&gt; Using simulations to create dynamic and immersive scenes that enhance the narrative.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Simulations are widely used in game development and 3D animation to create lifelike environments, enhance character animations, and add depth to gameplay mechanics. They provide an essential tool for building dynamic and immersive experiences in digital media.&lt;/p&gt;







&lt;h2&gt;
  
  
  Animation
&lt;/h2&gt;

&lt;p&gt;Animation is the process of creating the illusion of motion by displaying a sequence of images, or frames, one after the other. In game development and 3D animation, it plays a crucial role in making characters, environments, and objects come to life. Here are some key techniques and features of animation:&lt;/p&gt;

&lt;h3&gt;
  
  
  Types of Animation
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Keyframe Animation:&lt;/strong&gt; In this widely used technique, animators set "key" poses at specific points, and the software interpolates (fills in) the frames between those poses. This is a fundamental method for creating smooth movements in character animation and complex actions.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Motion Capture (MoCap):&lt;/strong&gt; Motion capture records real-world movements using sensors or cameras and translates them into digital animations. This method is commonly used in high-budget games and films to create lifelike character movements.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Procedural Animation:&lt;/strong&gt; This technique uses algorithms to generate real-time animations, often based on physics or other dynamic systems. It's especially useful for creating responsive, natural movements without the need for manual keyframing.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Blend Shapes:&lt;/strong&gt; This technique involves creating multiple shapes or expressions for a model and blending between them to produce smooth transitions. It's widely used for facial animations, allowing characters to convey a range of emotions.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Animation tools often come with various features to simplify the animation process, such as:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Timeline and Keyframes:&lt;/strong&gt; These tools allow animators to set and manipulate keyframes along a timeline, controlling when and how a motion occurs.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Graph Editor:&lt;/strong&gt; This tool provides a visual interface to fine-tune motion curves, offering precise control over transitions between keyframes for smoother animations.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Inverse Kinematics (IK):&lt;/strong&gt; This powerful technique simplifies the animation of characters by allowing animators to control interconnected bones easily, particularly for limbs and joints.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rigging Tools:&lt;/strong&gt; These tools are used to create and manage the skeleton (or "rig") of a model, defining how it moves and interacts with other parts of the character or object.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Physics Simulation:&lt;/strong&gt; Some animation software integrates physics engines to simulate realistic physical movements, like falling objects or cloth behavior.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Uses of Animation in Game Development and 3D Art
&lt;/h3&gt;

&lt;p&gt;Animation plays a vital role in multiple areas of game development and 3D art, including:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Character Animation:&lt;/strong&gt; Bringing characters to life with realistic movements, expressions, and interactions. High-quality character animation is crucial for creating an emotional connection with players.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Environmental Animation:&lt;/strong&gt; Bringing characters to life with realistic movements, expressions, and interactions. High-quality character animation is crucial for creating an emotional connection with players.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Special Effects:&lt;/strong&gt; Creating dynamic, eye-catching effects like explosions, magical spells, or particle systems (e.g., sparks, dust, fire).&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Cinematics:&lt;/strong&gt; Producing pre-rendered cutscenes or story sequences that help drive the narrative forward, enriching the overall player experience.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  How Animation is created
&lt;/h3&gt;

&lt;p&gt;The process of animating in game development typically follows these steps:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Conceptualization and Planning:&lt;/strong&gt; Developing storyboards or animation sequences and planning the key actions.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Modeling and Rigging:&lt;/strong&gt; Creating the 3D models and rigs that will be animated.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Animating:&lt;/strong&gt; Using techniques like keyframe animation, MoCap, or procedural methods to bring the models to life.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Refining and Polishing:&lt;/strong&gt; Fine-tuning the animation for smooth transitions, realistic movements, and expressive motions.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rendering and Integration:&lt;/strong&gt; Rendering the final animation and integrating it into the game or animation project.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Examples of Successful Animation in Games
&lt;/h3&gt;

&lt;p&gt;Games like "&lt;a href="https://en.wikipedia.org/wiki/The_Last_of_Us_Part_II" rel="noopener noreferrer"&gt;The Last of Us Part II&lt;/a&gt;", "&lt;a href="https://en.wikipedia.org/wiki/God_of_War_(franchise)" rel="noopener noreferrer"&gt;God of War&lt;/a&gt;", and "&lt;a href="https://www.rockstargames.com/reddeadredemption2" rel="noopener noreferrer"&gt;Red Dead Redemption 2&lt;/a&gt;" have set industry standards for animation quality. These titles showcase highly detailed character animations, lifelike facial expressions, and intricate environmental movements that draw players deeper into the story and gameplay.&lt;/p&gt;

&lt;p&gt;Animation isn’t just about visuals. It’s a core element of storytelling, gameplay design, and player engagement in modern games.&lt;/p&gt;







&lt;h2&gt;
  
  
  Rendering
&lt;/h2&gt;

&lt;p&gt;Rendering is the process of generating a final image or sequence of images from a 3D model using computer software. It calculates how light interacts with objects, how textures appear on surfaces, and how shadows and reflections behave. Rendering can produce either highly realistic images or more stylized ones, depending on the desired effect.&lt;/p&gt;

&lt;h3&gt;
  
  
  Types of Rendering
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Real-Time Rendering:&lt;/strong&gt; Typically used in video games, this type of rendering processes images at speeds of 30 to 60 frames per second, allowing for smooth, interactive visuals.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Offline Rendering:&lt;/strong&gt; Common in films and high-end animation, offline rendering focuses on producing the highest image quality, even if it takes hours or days to render a single frame.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Ray Tracing:&lt;/strong&gt; A rendering technique that simulates how light interacts with objects to create highly realistic reflections, refractions, and shadows.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rasterization:&lt;/strong&gt; A faster rendering method used in real-time applications, rasterization converts 3D objects into 2D images, altough it may lack the realism of ray tracing.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Features of rendering software
&lt;/h3&gt;

&lt;p&gt;Rendering software provides various tools and options, such as:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Lighting and Shading:&lt;/strong&gt; Tools to simulate different lighting conditions and apply shaders to surfaces for realistic or artistic effects.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Texture Mapping:&lt;/strong&gt; Applying textures to 3D models to add surface detail and realism.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Anti-Aliasing:&lt;/strong&gt; Techniques to smooth out jagged edges and improve image quality.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Global Illumination:&lt;/strong&gt; Simulating how light bounces off surfaces for more realistic lighting and shadow effects.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Render Passes:&lt;/strong&gt; Breaking down the rendering process into multiple layers (e.g., diffuse, specular, shadow) for greater control during post-processing.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Uses of rendering in game-dev and animation
&lt;/h3&gt;

&lt;p&gt;Rendering is used in various aspects of game development and animation, including:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Cutscenes and Cinematics:&lt;/strong&gt; Creating high-quality, pre-rendered sequences that enhance storytelling.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;In-Game Graphics:&lt;/strong&gt; Generating real-time visuals that players interact with during gameplay.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Visual Effects:&lt;/strong&gt; Producing detailed effects such as explosions, fire, and smoke.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Architectural Visualization:&lt;/strong&gt; Creating photorealistic images of buildings and interiors for design or marketing purposes.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  How rendering works
&lt;/h3&gt;

&lt;p&gt;The rendering process typically follows these steps:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Scene Setup:&lt;/strong&gt; Arranging models, lights, and cameras within the scene.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Material and Texture Application:&lt;/strong&gt; Adding materials and textures to models for realistic surface detail.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Lighting Setup:&lt;/strong&gt; Configuring the lighting for the desired atmosphere and effects.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rendering:&lt;/strong&gt; Using software to calculate and generate the final image or sequence.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Post-Processing:&lt;/strong&gt; Enhancing the final output with effects and adjustments, like color grading or depth of field.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Mastering animation and rendering techniques is vital in game development and 3D art, as these processes significantly impact the overall quality and experience of digital content.&lt;/p&gt;







&lt;h2&gt;
  
  
  Compositing / composition
&lt;/h2&gt;

&lt;p&gt;Compositing is the process of combining multiple visual elements into a single image or sequence of images. It involves layering, blending, and adjusting different elements to create a cohesive final product. Here are some key aspects of compositing:&lt;/p&gt;

&lt;h3&gt;
  
  
  Types of Compositing
&lt;/h3&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Layer-Based Compositing:&lt;/strong&gt; Using layers to stack and blend different elements. Each layer can be adjusted independently.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Node-Based Compositing:&lt;/strong&gt; Using nodes to represent different operations and effects. This method provides greater flexibility and control over the compositing process.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;3D Compositing:&lt;/strong&gt; Combining 3D elements with 2D footage to create integrated scenes. This is often used in visual effects for movies and TV shows.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h2&gt;
  
  
  Compositing features and functions
&lt;/h2&gt;

&lt;p&gt;Compositing software typically includes features such as:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Layering and Blending:&lt;/strong&gt; Combining multiple layers of visual elements and adjusting their blending modes.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Color Correction:&lt;/strong&gt; Adjusting the color balance, contrast, and saturation of the elements.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Masking and Rotoscoping:&lt;/strong&gt; Isolating specific parts of an image for targeted adjustments.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Keying:&lt;/strong&gt; Removing backgrounds (e.g., green screen) to integrate different elements seamlessly.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Motion Tracking:&lt;/strong&gt; Matching the movement of elements to create realistic interactions.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  Different uses of compositing in game-dev and Animation
&lt;/h3&gt;

&lt;p&gt;Compositing is used in various aspects of game development and 3D animation, including:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Visual Effects (VFX)&lt;/strong&gt;: Integrating CGI elements with live-action footage or other CGI elements.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Cutscenes and Cinematics&lt;/strong&gt;: Enhancing pre-rendered sequences with additional effects and adjustments.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Environment Creation:&lt;/strong&gt; Combining different elements to create complex and detailed environments.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Title Sequences and Motion Graphics:&lt;/strong&gt; Creating dynamic and engaging title sequences and motion graphics.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;h3&gt;
  
  
  How Compositing is Used
&lt;/h3&gt;

&lt;p&gt;The process of compositing typically involves the following steps:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Layering:&lt;/strong&gt; Arranging the different visual elements in layers.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Blending and Adjusting:&lt;/strong&gt; Adjusting the blending modes, opacity, and other properties of each layer.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Color Correction and Effects:&lt;/strong&gt; Applying color correction and additional effects to enhance the final image.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rendering:&lt;/strong&gt; Generating the final composite image or sequence of images.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Compositing is a crucial step in the production pipeline, allowing artists to create polished and cohesive visuals by combining multiple elements seamlessly.&lt;/p&gt;







&lt;h2&gt;
  
  
  The types of applications and what they are used for
&lt;/h2&gt;

&lt;p&gt;For each step you could use a different application. Most indie devs (induvidual developers) use &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;blender&lt;/a&gt;. &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt; is a so called: &lt;strong&gt;&lt;u&gt;"3D creation suite"&lt;/u&gt;&lt;/strong&gt; which means that the application does all the steps individual applications and algorythms used to do. Since &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;blender&lt;/a&gt; is &lt;strong&gt;&lt;u&gt;free&lt;/u&gt;&lt;/strong&gt; and &lt;strong&gt;&lt;u&gt;open source&lt;/u&gt;&lt;/strong&gt; it is the no.1 choise for people who are just starting out and/or trying to get into 3D-art / game-dev.&lt;/p&gt;

&lt;p&gt;I myself learned how to 3D-model using Boolean modeling on &lt;a href="https://www.tinkercad.com/" rel="noopener noreferrer"&gt;Tinkercad&lt;/a&gt; when I was pretty youngh because &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;blender&lt;/a&gt; was stil version ~1.8 and I found it too hard to learn. I started learning &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;blender&lt;/a&gt; after update 2.5 something. I have to say that &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;blender's&lt;/a&gt; Interface has increased in user-friendliness rapidly over the past few years.&lt;/p&gt;







&lt;h2&gt;
  
  
  For game-devs
&lt;/h2&gt;

&lt;p&gt;In game development, the techniques mentioned earlier can be used for various purposes, such as creating animations (walking, running, jumping, breathing, swimming, emotes, etc.), cinematics, splash screens, loading screens, and even cover art. Essentially, any visual component in a game can be developed using these methods.&lt;/p&gt;

&lt;h3&gt;
  
  
  Props and assets
&lt;/h3&gt;

&lt;p&gt;One of the most common tasks for game developers using 3D software is creating props and assets. These include objects like furniture, weapons, vehicles, trees, and other elements that populate the game environment. Since games often require numerous assets, mastering the creation of 3D models for props is essential. Characters, though often more complex, are another common focus for 3D modeling in game development.&lt;/p&gt;

&lt;p&gt;Generally, assets far outnumber characters in a typical game. Some developers, however, opt to buy assets from online marketplaces or asset stores and create characters themselves, depending on the specific needs of the project.&lt;/p&gt;

&lt;h3&gt;
  
  
  Essential skills for game-dev
&lt;/h3&gt;

&lt;p&gt;When diving into 3D art for game development, it's critical to master the basics. Some of the key skills include:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Basic 3D Modeling:&lt;/strong&gt; Understanding how to shape objects using tools like extrusion, scaling, and rotation is the foundation of creating any game asset.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Materials &amp;amp; Textures:&lt;/strong&gt; Learning how materials work and how to apply textures to models is crucial. Textures give your models surface detail, such as wood grain or metallic shine.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;UV Mapping:&lt;/strong&gt; UV mapping is essential for applying textures accurately. It’s the process of unwrapping a 3D model into a 2D space so textures can be applied seamlessly. Understanding sharp and seam edges is also important for controlling how UV maps are divided and how textures align. Here’s &lt;a href="https://www.youtube.com/watch?v=hXhvQ9qshj8" rel="noopener noreferrer"&gt;a link to an youtube explanation video about sharp and seam edges&lt;/a&gt; for further learning about Sharp and Seam edges.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;By mastering these foundational techniques, you'll be able to build up your 3D modeling skills and expand into more complex areas of game development.&lt;/p&gt;







&lt;h2&gt;
  
  
  Filetypes
&lt;/h2&gt;

&lt;p&gt;Another critical aspect of working in 3D software is understanding the various file types used in the process. Different file formats store different kinds of information, such as the 3D scene layout, individual objects, simulations, lighting, and more. Some formats can even store multiple scenes or layouts in one file.&lt;/p&gt;

&lt;p&gt;Most 3D applications are capable of opening and working with a wide range of file types, making it easier to collaborate across different software platforms or import projects from others.&lt;/p&gt;




&lt;p&gt;There are several types of 3D file formats, each serving a specific purpose in the pipeline. Here are the major ones:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;3D Scene Files:&lt;/strong&gt; Store entire scenes, including multiple objects, lighting setups, and sometimes animations.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Object Files:&lt;/strong&gt; Contain individual 3D models or parts that can be used in larger scenes.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Material Files:&lt;/strong&gt; Store material information like textures, shaders, and surface properties.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;3D Data &amp;amp; Positioning Logs:&lt;/strong&gt; Typically meta files used for tracking object positions, scale, and other data across different scenes or projects.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Here is a list of common 3D-scene file formats:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.blend&lt;/strong&gt; Native file format for Blender, used to store full 3D scenes.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.fbx&lt;/strong&gt; A highly versatile format widely used in both games and films. It stores scenes with multiple objects and animations.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.obj&lt;/strong&gt; Another commonly used format that stores object geometry. It’s supported by almost all 3D software and game engines.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.dae&lt;/strong&gt; COLLADA format, often used for transferring assets between different software.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.usd /.usdz&lt;/strong&gt; Universal Scene Description formats, increasingly used for complex scenes, especially in animation pipelines.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.gltf&lt;/strong&gt; A lightweight format optimized for use in web-based applications, but it also works in game engines.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.3ds&lt;/strong&gt; An older format associated with 3D Studio, but still widely used.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.x3d and .wrl&lt;/strong&gt; Formats designed for use in virtual reality and web-based 3D environments.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;strong&gt;Here is a list of common 3D-file / part formats:&lt;/strong&gt;&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.stl&lt;/strong&gt; A widely-used format in 3D printing that stores the surface geometry of a model.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.obj&lt;/strong&gt; In addition to being a scene file, OBJ can also store individual models. It's favored for its simplicity and wide compatibility.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.3mf&lt;/strong&gt; A newer format designed to be more advanced than STL, especially for 3D printing.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.ply&lt;/strong&gt; Stores polygonal data and is often used for 3D scanning and point cloud data.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.step/.stp and .iges/.igs&lt;/strong&gt; Formats commonly used for CAD and engineering designs.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;




&lt;p&gt;&lt;strong&gt;For game developers&lt;/strong&gt;, the most frequently used file formats are:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.stl&lt;/strong&gt; Mainly used for 3D printing, but occasionally used in game development for modeling.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.fbx&lt;/strong&gt; Favored for its ability to store complex data, including animations, and its compatibility with almost every game engine.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;.obj&lt;/strong&gt; Widely used due to its simplicity and compatibility across software platforms.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;These formats are supported by nearly all game engines and contain the necessary 3D data for development. However, a drawback of some formats like OBJ is that they may require exporting color maps, material metadata, and texture information separately, as they don't natively store these data types.&lt;/p&gt;







&lt;h2&gt;
  
  
  Program comparison
&lt;/h2&gt;

&lt;h3&gt;
  
  
  pricing
&lt;/h3&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Program:&lt;/th&gt;
&lt;th&gt;free&lt;/th&gt;
&lt;th&gt;paid&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/mudbox/overview" rel="noopener noreferrer"&gt;Autodesk Mudbox&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/3ds-max/overview" rel="noopener noreferrer"&gt;Autodesk 3ds Max&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.maxon.net/en/cinema-4d" rel="noopener noreferrer"&gt;Cinema 4D&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.daz3d.com/" rel="noopener noreferrer"&gt;Daz 3D&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.sidefx.com/products/houdini/" rel="noopener noreferrer"&gt;Houdini&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance painter&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.maxon.net/en/zbrush-digital-scultping-software" rel="noopener noreferrer"&gt;ZBrush&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;




&lt;h3&gt;
  
  
  File-support
&lt;/h3&gt;

&lt;p&gt;Part 1:&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Program:&lt;/th&gt;
&lt;th&gt;fbx&lt;/th&gt;
&lt;th&gt;stl&lt;/th&gt;
&lt;th&gt;obj&lt;/th&gt;
&lt;th&gt;step&lt;/th&gt;
&lt;th&gt;iges&lt;/th&gt;
&lt;th&gt;blend&lt;/th&gt;
&lt;th&gt;dae&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/mudbox/overview" rel="noopener noreferrer"&gt;Autodesk Mudbox&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/3ds-max/overview" rel="noopener noreferrer"&gt;Autodesk 3ds Max&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.maxon.net/en/cinema-4d" rel="noopener noreferrer"&gt;Cinema 4D&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.daz3d.com/" rel="noopener noreferrer"&gt;Daz 3D&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.sidefx.com/products/houdini/" rel="noopener noreferrer"&gt;Houdini&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance painter&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.maxon.net/en/zbrush-digital-scultping-software" rel="noopener noreferrer"&gt;ZBrush&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;p&gt;Part 2:&lt;/p&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Program:&lt;/th&gt;
&lt;th&gt;usd / usdz&lt;/th&gt;
&lt;th&gt;gltf&lt;/th&gt;
&lt;th&gt;3ds&lt;/th&gt;
&lt;th&gt;x3d&lt;/th&gt;
&lt;th&gt;wrl&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/mudbox/overview" rel="noopener noreferrer"&gt;Autodesk Mudbox&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/3ds-max/overview" rel="noopener noreferrer"&gt;Autodesk 3ds Max&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.maxon.net/en/cinema-4d" rel="noopener noreferrer"&gt;Cinema 4D&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.daz3d.com/" rel="noopener noreferrer"&gt;Daz 3D&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.sidefx.com/products/houdini/" rel="noopener noreferrer"&gt;Houdini&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance painter&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.maxon.net/en/zbrush-digital-scultping-software" rel="noopener noreferrer"&gt;ZBrush&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h3&gt;
  
  
  Use case(s)
&lt;/h3&gt;

&lt;div class="table-wrapper-paragraph"&gt;&lt;table&gt;
&lt;thead&gt;
&lt;tr&gt;
&lt;th&gt;Program:&lt;/th&gt;
&lt;th&gt;modeling&lt;/th&gt;
&lt;th&gt;sculpting&lt;/th&gt;
&lt;th&gt;texturing&lt;/th&gt;
&lt;th&gt;animation&lt;/th&gt;
&lt;th&gt;rendering&lt;/th&gt;
&lt;/tr&gt;
&lt;/thead&gt;
&lt;tbody&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/mudbox/overview" rel="noopener noreferrer"&gt;Autodesk Mudbox&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.autodesk.com/nl/products/3ds-max/overview" rel="noopener noreferrer"&gt;Autodesk 3ds Max&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.maxon.net/en/cinema-4d" rel="noopener noreferrer"&gt;Cinema 4D&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.daz3d.com/" rel="noopener noreferrer"&gt;Daz 3D&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.sidefx.com/products/houdini/" rel="noopener noreferrer"&gt;Houdini&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance painter&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;tr&gt;
&lt;td&gt;&lt;a href="https://www.maxon.net/en/zbrush-digital-scultping-software" rel="noopener noreferrer"&gt;ZBrush&lt;/a&gt;&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;✅&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;td&gt;❌&lt;/td&gt;
&lt;/tr&gt;
&lt;/tbody&gt;
&lt;/table&gt;&lt;/div&gt;

&lt;h3&gt;
  
  
  3D creation suites vs Specialized software
&lt;/h3&gt;

&lt;p&gt;As you can see from the comparison, both &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt; and &lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt; are versatile 3D applications that support a wide range of features. They are often used as complete 3D suites, which means they cover everything from modeling and texturing to animation and rendering. However, many 3D artists or studios often use multiple specialized software applications depending on the specific task.&lt;/p&gt;

&lt;p&gt;For instance, a lot of people use &lt;a href="https://www.maxon.net/en/zbrush-digital-scultping-software" rel="noopener noreferrer"&gt;ZBrush&lt;/a&gt; alongside other 3D software. This is because ZBrush is renowned for its digital sculpting capabilities, making it the go-to tool for creating highly detailed, organic models like characters or creatures. While Blender can perform sculpting tasks, &lt;a href="https://www.maxon.net/en/zbrush-digital-scultping-software" rel="noopener noreferrer"&gt;ZBrush&lt;/a&gt; is often considered smoother and more intuitive for sculpting.&lt;/p&gt;

&lt;p&gt;Similarly, &lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance Painter&lt;/a&gt; is widely used in the industry for texturing and material creation. It excels in these areas because it offers a lot of control over how materials and textures are applied, including features like smart materials and real-time feedback. While Blender can handle texturing tasks, using &lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance Painter&lt;/a&gt; often results in more detailed and polished textures.&lt;/p&gt;

&lt;h3&gt;
  
  
  Blender for Beginners
&lt;/h3&gt;

&lt;p&gt;For those just starting in 3D modeling, I recommend trying to learn &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt; first. It’s free, open-source, and includes all the tools you need to create 3D content, from modeling and sculpting to texturing and animation. Even though you may hear about more specialized tools like ZBrush and &lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance Painter&lt;/a&gt;, &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt; offers enough functionality for you to learn the basics and develop your skills without needing to invest in expensive software.&lt;/p&gt;

&lt;p&gt;Once you understand the basics and want to continue in this field. I would recommend trying the other paid softwares trough trail licenses so you know how they feel and how to use them.&lt;/p&gt;

&lt;p&gt;After that might want to invest in specialized software like &lt;a href="https://www.maxon.net/en/zbrush-digital-scultping-software" rel="noopener noreferrer"&gt;ZBrush&lt;/a&gt;, &lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt;, or &lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance Painter&lt;/a&gt;. These tools might help you refine your workflow and achieve higher-quality results in specific areas like sculpting or texturing.&lt;/p&gt;

&lt;p&gt;However, even if you (have to) stick with Blender, you can still produce professional-level work, as the software is extremely capable and continues to evolve with new features.&lt;/p&gt;







&lt;h1&gt;
  
  
  popular software combinations / bundles
&lt;/h1&gt;

&lt;p&gt;If you’re working on larger projects or want more specialized control over certain aspects of your workflow, many artists and studios use combinations of multiple software applications. Here are some popular combinations:&lt;/p&gt;

&lt;h2&gt;
  
  
  3D suite combinations
&lt;/h2&gt;

&lt;p&gt;If you have the budget, you could create a pipeline that includes several different programs. For example:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt; / &lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt;&lt;/strong&gt; for general modeling and animation.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.maxon.net/en/zbrush-digital-scultping-software" rel="noopener noreferrer"&gt;ZBrush&lt;/a&gt;&lt;/strong&gt; for high-detail sculpting.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;&lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance Painter&lt;/a&gt;&lt;/strong&gt; for texturing and material creation.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;This combination would allow you to take advantage of each software's strengths. Alternatively, if you're looking for a "professional-grade bundle" (what they say it is), you could invest in a package from &lt;a href="https://www.adobe.com/products/catalog.html" rel="noopener noreferrer"&gt;Adobe&lt;/a&gt; that includes software like &lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance Painter&lt;/a&gt; along with other tools for texturing and materials.&lt;/p&gt;

&lt;h2&gt;
  
  
  animation and rendering
&lt;/h2&gt;

&lt;p&gt;A popular combination for 3D animatiors is &lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt; together with &lt;a href="https://www.maxon.net/en/redshift" rel="noopener noreferrer"&gt;Redshift&lt;/a&gt;, a powerful rendering engine. &lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt; is widely used for character animation, rigging, and scene development, while &lt;a href="https://www.maxon.net/en/redshift" rel="noopener noreferrer"&gt;Redshift&lt;/a&gt; is known for its speed and high-quality renders, making it a common choice for large studios creating complex scenes and videos.&lt;/p&gt;

&lt;p&gt;Another strong option is combining &lt;a href="https://www.maxon.net/en/cinema-4d" rel="noopener noreferrer"&gt;Cinema 4D&lt;/a&gt; with &lt;a href="https://home.otoy.com/render/octane-render/" rel="noopener noreferrer"&gt;Otoy's Octane Renderer&lt;/a&gt;. This pairing is favored for its fast rendering times and real-time feedback, which is particularly useful for motion graphics and visual effects.&lt;/p&gt;

&lt;p&gt;Besides these, there are many different combinations you could explore.&lt;/p&gt;

&lt;h2&gt;
  
  
  My conclusion about the software
&lt;/h2&gt;

&lt;p&gt;There are many ways to approach 3D creation, depending on your budget, your needs, and the type of work you're producing. If you're just starting, &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt; and &lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt; are excellent all-in-one solutions that can take you a long way. However, as you progress, you may want to explore specialized tools like &lt;a href="https://www.maxon.net/en/zbrush-digital-scultping-software" rel="noopener noreferrer"&gt;ZBrush&lt;/a&gt;, &lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;Substance Painter&lt;/a&gt;, or advanced renderers like &lt;a href="https://www.maxon.net/en/redshift" rel="noopener noreferrer"&gt;Redshift&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;Ultimately, whether you’re using a single program or a combination of software, what matters most is understanding how to use the tools effectively to bring your creative vision to life.&lt;/p&gt;







&lt;h1&gt;
  
  
  Things to take away
&lt;/h1&gt;

&lt;p&gt;Now you should at least know one or two different things about 3D, 3D art, and 3D animation. If not it's probably my fault.&lt;/p&gt;

&lt;p&gt;Long, big 3D animations are usually made in multiple different scenes and/or files to make it easier and more efficient to work with the different animations, objects and set-ups.&lt;/p&gt;

&lt;p&gt;Choosing your software always is a risk. Starting out I recomend you go for free alternatives but if you have more than enough money I'd recommend trying out software's free licences and/or 1 month (or more) of... your selected software (bundle / combination).&lt;/p&gt;

&lt;p&gt;You don't need to remember all these techniques as long as you learn how to use the basic techniques of each of them and find your own ways to make your 3D-models.&lt;/p&gt;

&lt;p&gt;Most people start out with Blocking-out a 3D model by using Box modeling and / or boolean modeling methods. Ater that you can apply more detail or better shapes using any of the other methods.&lt;/p&gt;

&lt;p&gt;This really depends on what you are making and the workflow you are using, want to use or are recomended / required to use by your company.&lt;/p&gt;

&lt;p&gt;Note: most applications have a free trail period. Once you've &lt;/p&gt;







&lt;h1&gt;
  
  
  Links and references
&lt;/h1&gt;

&lt;h2&gt;
  
  
  applications mentioned
&lt;/h2&gt;

&lt;p&gt;Autodesk Maya: &lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;https://www.autodesk.com/nl/products/maya/overview&lt;/a&gt;&lt;br&gt;
Autodesk Mudbox: &lt;a href="https://www.autodesk.com/nl/products/mudbox/overview" rel="noopener noreferrer"&gt;https://www.autodesk.com/nl/products/mudbox/overview&lt;/a&gt;&lt;br&gt;
Autodesk 3ds Max: &lt;a href="https://www.autodesk.com/nl/products/3ds-max/overview" rel="noopener noreferrer"&gt;https://www.autodesk.com/nl/products/3ds-max/overview&lt;/a&gt;&lt;br&gt;
Blender: &lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;https://www.blender.org/&lt;/a&gt;&lt;br&gt;
Cinema 4D: &lt;a href="https://www.maxon.net/en/cinema-4d" rel="noopener noreferrer"&gt;https://www.maxon.net/en/cinema-4d&lt;/a&gt;&lt;br&gt;
Daz 3D: &lt;a href="https://www.daz3d.com/" rel="noopener noreferrer"&gt;https://www.daz3d.com/&lt;/a&gt;&lt;br&gt;
Houdini: &lt;a href="https://www.sidefx.com/products/houdini/" rel="noopener noreferrer"&gt;https://www.sidefx.com/products/houdini/&lt;/a&gt;&lt;br&gt;
Substance painter: &lt;a href="https://www.adobe.com/products/substance3d/apps/painter.html" rel="noopener noreferrer"&gt;https://www.adobe.com/products/substance3d/apps/painter.html&lt;/a&gt;&lt;br&gt;
Tinkercad: &lt;a href="https://www.tinkercad.com/" rel="noopener noreferrer"&gt;https://www.tinkercad.com/&lt;/a&gt;&lt;br&gt;
ZBrush: &lt;a href="https://www.maxon.net/en/zbrush-digital-scultping-software" rel="noopener noreferrer"&gt;https://www.maxon.net/en/zbrush-digital-scultping-software&lt;/a&gt; / &lt;a href="https://www.maxon.net/en/zbrush" rel="noopener noreferrer"&gt;https://www.maxon.net/en/zbrush&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Agisoft Metashape: &lt;a href="https://www.agisoft.com/" rel="noopener noreferrer"&gt;https://www.agisoft.com/&lt;/a&gt;&lt;br&gt;
RealityCapture: &lt;a href="https://www.capturingreality.com/" rel="noopener noreferrer"&gt;https://www.capturingreality.com/&lt;/a&gt;&lt;br&gt;
Meshroom: &lt;a href="https://alicevision.org/" rel="noopener noreferrer"&gt;https://alicevision.org/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Quixel: &lt;a href="https://quixel.com/" rel="noopener noreferrer"&gt;https://quixel.com/&lt;/a&gt;&lt;br&gt;
Megascans library: &lt;a href="https://quixel.com/megascans" rel="noopener noreferrer"&gt;https://quixel.com/megascans&lt;/a&gt;&lt;br&gt;
Epic Games: &lt;a href="https://store.epicgames.com/en-US/" rel="noopener noreferrer"&gt;https://store.epicgames.com/en-US/&lt;/a&gt;&lt;br&gt;
Unreal Engine 5: &lt;a href="https://www.unrealengine.com/en-US/unreal-engine-5" rel="noopener noreferrer"&gt;https://www.unrealengine.com/en-US/unreal-engine-5&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Reminder: Don't forget to look for more (software) applications than just these there are more applications out there than just these few big well-known ones.&lt;/p&gt;

&lt;h2&gt;
  
  
  Other software and render engines mentioned
&lt;/h2&gt;

&lt;p&gt;Maxon's Redshift: &lt;a href="https://www.maxon.net/en/redshift" rel="noopener noreferrer"&gt;https://www.maxon.net/en/redshift&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Ottoy's Octane Renderer: &lt;a href="https://home.otoy.com/render/octane-render/" rel="noopener noreferrer"&gt;https://home.otoy.com/render/octane-render/&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Software that was not mentioned but recomended to check out
&lt;/h2&gt;

&lt;p&gt;Chaos (V-Ray, Enscape, Corona) (render engines and rendering software): &lt;a href="https://www.chaos.com/" rel="noopener noreferrer"&gt;https://www.chaos.com/&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Quixel Mixer (texturing software): &lt;a href="https://quixel.com/mixer" rel="noopener noreferrer"&gt;https://quixel.com/mixer&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Other Article Sources
&lt;/h2&gt;

&lt;p&gt;Retopology: &lt;a href="https://people.wku.edu/joon.sung/edu/anim/3d/modeling/retopology/retopology.html" rel="noopener noreferrer"&gt;https://people.wku.edu/joon.sung/edu/anim/3d/modeling/retopology/retopology.html&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  Articles from this series
&lt;/h2&gt;

&lt;p&gt;none, this is the first article that is released. New articles will be found either here or in the comments. This article is more of a test if it its quality is good enough. If not I've got to change some thing(s).  -  &lt;a href="https://dev.to/vash000"&gt;Vash000&lt;/a&gt;&lt;/p&gt;







&lt;h2&gt;
  
  
  recomended Free tutorials
&lt;/h2&gt;

&lt;p&gt;I don't know much about paid tutorials so here are a few good free ones:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://www.blender.org/" rel="noopener noreferrer"&gt;Blender&lt;/a&gt;:&lt;/p&gt;

&lt;ul&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Over-all:&lt;/strong&gt; &lt;a href="https://www.youtube.com/playlist?list=PLjEaoINr3zgEPv5y--4MKpciLaoQYZB1Z" rel="noopener noreferrer"&gt;Guru's Donut Tutorial&lt;/a&gt;, &lt;a href="https://www.youtube.com/watch?v=98qKfdJRzr0&amp;amp;list=PL8eKBkZzqDiV2xca_7QVNdG8LGBfZBCkI" rel="noopener noreferrer"&gt;CG Fast track's Sword in Stone Tutorial&lt;/a&gt;, &lt;a href="https://www.youtube.com/watch?v=yi87Dap_WOc&amp;amp;list=PLjEaoINr3zgHJVJF3T3CFUAZ6z11jKg6a" rel="noopener noreferrer"&gt;Blender Guru's Blender (Anvil) Intermediate Tutorial serie&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Modeling:&lt;/strong&gt; &lt;a href="https://www.youtube.com/watch?v=SVl_tlbGrh4" rel="noopener noreferrer"&gt;CBaileyFilem Beginner Moddeling Tutorial&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Sculpting:&lt;/strong&gt; &lt;a href="https://www.youtube.com/watch?v=HJSGoKbNBnQ" rel="noopener noreferrer"&gt;Keelan Jon Blender Sculpting Tutorial for Beginners&lt;/a&gt;, &lt;a href="https://www.youtube.com/watch?v=lkP-xHYEXrI" rel="noopener noreferrer"&gt;in2vert Blender Tutorial for beginners - creature sculpting&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Texturing &amp;amp; Materials:&lt;/strong&gt; &lt;a href="https://www.youtube.com/watch?v=uHCJoNEWjXo" rel="noopener noreferrer"&gt;Blender Guru Texturing tutorial for beginners&lt;/a&gt;, &lt;a href="https://www.youtube.com/watch?v=ZWKcVyDC3RA" rel="noopener noreferrer"&gt;SouternShotty How pros texture&lt;/a&gt;, &lt;a href="https://www.youtube.com/watch?v=8Tp8gomkRjg" rel="noopener noreferrer"&gt;Ducky 3D How to make complex materials easily in blender&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Rigging:&lt;/strong&gt; &lt;a href="https://www.youtube.com/watch?v=DDeB4tDVCGY" rel="noopener noreferrer"&gt;Joey Carlino Rigging for impatient people&lt;/a&gt;, &lt;a href="https://www.youtube.com/watch?v=_zKnaVeSYhk" rel="noopener noreferrer"&gt;BlenderVitals Create a Rig in blender in 1 minute&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Animation:&lt;/strong&gt; &lt;a href="https://www.youtube.com/watch?v=CBJp82tlR3M" rel="noopener noreferrer"&gt;Ryan King Art Animation for beginners (blender tutorial)&lt;/a&gt;, &lt;a href="https://www.youtube.com/watch?v=PGvyBlgXHi8" rel="noopener noreferrer"&gt;ProductionCreate First steps in blender animation - A Comprehensive tutorial&lt;/a&gt;&lt;/p&gt;&lt;/li&gt;
&lt;li&gt;&lt;p&gt;&lt;strong&gt;Compositing:&lt;/strong&gt; &lt;a href="https://www.youtube.com/watch?v=xEpVyEi1Hts" rel="noopener noreferrer"&gt;Ryan King Art Compositing in blender for beginners&lt;/a&gt;, &lt;a href="https://www.youtube.com/watch?v=5fv4rmHcy1k" rel="noopener noreferrer"&gt;Olav3D Tutorials Blender Beginner Tutorial: Compositing in 4 minutes&lt;/a&gt;.&lt;/p&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;&lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt;: &lt;/p&gt;

&lt;p&gt;&lt;a href="https://www.autodesk.com/nl/products/maya/overview" rel="noopener noreferrer"&gt;Autodesk Maya&lt;/a&gt; has a &lt;a href="https://www.youtube.com/@Autodesk_Maya/playlists" rel="noopener noreferrer"&gt;youtube channel&lt;/a&gt; dedicated to learning you how to use their software.&lt;br&gt;
It's called: &lt;a href="https://www.youtube.com/@Autodesk_Maya/playlists" rel="noopener noreferrer"&gt;Maya Learning Channel&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Most of the other applications have either a build-in tutorial system in their website. If that is not the case you could probably find free tutorials online or you could look up for any paid courses / tutorials.&lt;/p&gt;

&lt;p&gt;Have a good time learning 3D! 😉&lt;/p&gt;

&lt;p&gt;Hopefully this article was helpful or educational. If not or if there is someting wrong with this article please leave a comment down below so I can change this article or take that information with me when making another article.&lt;/p&gt;

&lt;p&gt;Also, sorry I did not write down all the links and I forgot to take all the links of the images from their original sources so I need to do that next time as well.&lt;/p&gt;

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      <category>gamedev</category>
      <category>3dmodeling</category>
      <category>sculpting</category>
      <category>animation</category>
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