Escaping Tutorial Hell Part 2: Don’t Learn the Tool, Solve the Problem
The biggest mistake I see artists make is saying: "I’m going to spend this month learning XGen" or "I’m g... ...oing to master Marvelous Designer."
This is Software-First Learning, and it is the slowest way to grow.
When you learn a tool in a vacuum, you are memorizing buttons without context. You don't know why you're clicking them, so the information doesn't stick. You become a master of the interface, but you still can't make art.
The Shift: Project-First Learning Senior artists don’t learn tools; they solve problems. When I worked on my "LINY" piece, my goal wasn't to "learn Arnold rendering." My goal was to create a specific, stylized lighting look. I only learned the technicalities of the engine because they were the obstacles between me and my vision.
How to Pick Your Next Project: Don’t pick a project that fits your current skill set. Pick a project that demands a skill you don't have yet.
The Goal: "I want to make a character with a complex, flowing silk dress."
The Problem: You don't know cloth simulation.
The Result: You learn Marvelous Designer out of necessity.
Why this works: Because you are solving a specific problem (the silk dress), the technical steps you learn are attached to a memory of a win. You won't forget how to use those pins or fold settings because they were the "key" that unlocked your project.
Rule #2: Stop learning "how to use a hammer." Start building a house.
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