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Old 29-06-2010, 07:10 AM   #1 (permalink)
kanga
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This sticky will stay open. I am compiling this thread as an alternative and an aid to formal education and invite members to participate with suggestions and links (updates, dead link reports etc.) in the posts below so I can add too and edit the info. I could provide a price list but we are interested in free and open source resources. There are some less expensive suggestions at the end.

Games

Games are made from many different components that link together to give a final product. It is easy to underestimate how much time and effort goes into making games for consoles and computers. The studios and artists who construct games make it look all so easy, that is part of their magic and will be part of your magic if you study and practice. To give you an idea of how much time it takes, the game 'Oblivion, The Elder Scrolls' took Bethesda three and half years to make with a team of eighty-two people, who are experts in their fields. Assuming you could master all the disciplines needed it would take you over two hundred and eighty-seven years to match the man hours alone.

Starters find out very quickly that making games is not the same as playing them. If you are thinking about making games or assets for them because you enjoy playing computer games, think again. If you have gotten this far and are still resolute then there are two main directions you can go in which is as a specialist, or generalist.

Specialists, concentrate their efforts on one aspect of game making:
Game Design
Concept Art
Character Art
Environmental Art
Lighting
Modeling
Texturing
Rigging
Animation
Optimization
VFX/effects
Technical Direction
Programming
These are some of the main areas. Specialists are mostly suited to working in large studios developing elements for bigger budget productions.

Generalists, do it all with the help of game engines that are mainly 'drag and drop'. These artists are suited to working in smaller teams on lower scale productions with shorter deadlines. They are able to get a custom figure running around in real time in an environment they made themselves and publish that on the web. The upside of this approach is it is truly a blast, the down side is it is a lot of work.

Regardless of the path you choose below is advice for general computer graphics 'self-education'.

Free Learning and getting started.

The beauty of this business is that anyone can practice it. Not everybody can afford, or is in a position to participate in formal Computer Graphics education. There is an alternative: Free Learning. Hardware is not free but there are free and open source applications you can use to teach yourself. If you have an internet connection and a reasonable computer you have all you need to start. Most of the software has forums and communities that offer support in the form of tutorials and solutions to technical problems.

Free 3D Software

Mixamo site resource finder. (added mixamo)
3D Canvas
3dom
Anim8or
Art of Illusion
Aztec
Blender
Calimax Modeller
DeleD Lite
Equinox3D
GameSpace Light
Gmax (added superdave)
Houdini apprentice
JTEdit
K-3D
Loq Airou
MakeHuman (pre-alpha version)
Metasequoia LE
Moonlight3D
OpenFX
OpenTeddy
Pretty Poly Editor
PFTrack PLE (added fuzzylizard)
Sculptris (added ahmedtelb)
Sketchup (added LandsHeer)
Softimage 7.5 Mod Tool added fuzzylizard)
VUE 7 Infinite/XStrem PLE (added fuzzylizard)
Vue 7 Pioneer (added fuzzylizard)
Wings3D

Free 2D Software

Alchemy (added ahmedtelb)
Art Weaver (added ahmedtelb)
CinePaint (update murdock64)
GraphicsGale
Inkscape (added gantayet )
ImageForge
MyPaint (added ahmedtelb)
Plastic Animation Paper (PAP) (added mahir)
Paint.NET
Pencil (added mahir)
PhotoPlus Freeware
Pixarra Twisted Brush (added Creeto)
Pixia (edited halen)
Splashup (added Animasta)
Sumopaint (added halen)
The Gimp
Ultimate Paint

Compositing Software

Nuke 5 PLE (added fuzzylizard)
Voodoo Camera Tracker (added craigjarvis)

Free specialist apps (added ThomasTheToolman)

Marmoset toolbag(added seth)
http://www.hdrshop.com
An Ivy Generator
Aqsis Renderer : Freedom to Dream
Allegorithmic | MaPZone
PhotoFiltre
scribus.net | Scribus Open Source Desktop Publishing (added ahmedtelb)
Celtx - #1 Choice for Media Pre-Production (added ahmedtelb)

List of the most important Game Engines (added Murder king)

Blender 3D - This is one of the best 3D engines you can get for free.
CrystalSpace 3D - This engine is a 3D cross platform engine, wich means you can use it on any operating system.
Panda 3D - This is an all purpose engine. similar to blender 3D.
Unreal Engine (UDK) Great 3D engine.
LÖVE2D - A great 2D engine.
Planeshift - Cross platform 3D Multiplayer engine.
Unity 3d (added Magian).
WorldForge - Another cross platform 3D multiplayer engine.
JMonkeyEngine - A great 3D engine, written totally in java.
Eclipse - 2D multiplayer game engine.
Cry Engine 2(added Vinterdragen)
Cry Engine 3(added Vinterdragen)
Source Engine(added Vinterdragen)
Unigine Engine(added Vinterdragen)

Graphics Engine
Ogre 3d (added schap)


Nothing is for Free.

Is what they say, and this area of Computer Graphics is no exception. While software and lessons can cost nothing, time and effort on your part will be expensive. You will have a much easier time if you love CG instead of like it. If you are inventive and enjoy solving problems there is no reason why you can't produce a professional standard portfolio which you can use to sell yourself. If you aren't sure CG is for you then you are free to try it and see, and this will cost you nothing but your time. If you do decide to pursue this vocation I would advise combining this material with art instruction. Libraries and the web are full of free art information and techniques that can prove very effective when studied.

Hardware.

While much of this software will run on a standard home PC there are a few things you can do to improve your experience.

Your computer's operating system should be professional. Home versions usually perform poorly. There is more software and information available for Windows at the moment.

Your computer's hard drive should be de fragmented frequently especially if you have deleted large files. This will leave big holes on your drive and slow your computer down. If possible partition your computer so that your work files are on a separate drive and only applications and the system should live on your internal drive. This will speed up your computer and in the event of a corrupt motherboard all your work files will be safe. A computer crammed full of music and games will be much less efficient.

One good antivirus application and one good antispyware application are enough. Update them and scan on a regular basis.

Before you download applications you intend to work with check the hardware and software requirements on the site you are downloading from. These are usually a starting point statistics and you don't want to download and install something you can't use. These requirements are normally quite low but if your computer fails to meet them on more than a few occasions then it is time to upgrade. If the software you are using preforms badly or not at all check to see your graphics card is sufficient for the task and that you are using the most recent drivers for the card. Other than that the software's forums can usually get you up and running with any technical issues.

If you are following tutorials or extensively using reference material two monitors are a godsend. If your graphics card supports this you can have your application on one screen and the lesson material on another. Many lessons are very intensive and have to be followed step by step, a second monitor will save you the headache of continuously flipping between application. If you are strapped for cash ensure you have at least one good monitor that represents colors well and if you can't afford it an el cheapo second monitor will do for reference material.

Graphics tablet.

You can paint a Rembrandt with a mouse, there are some people who can and do but for most of us a graphics tablet is essential. If you are used to programming or light editing applications then you might think this is nonsense. Heavy 3d and 2d work is very intensive and although a tablet may feel alien at first you will quickly get used to the natural work flow and wonder how you could live without it. Many hours of study and project work can result in RSI (Repetitive Strain Injury) or the tennis arm of computer jocks. You don't want it. Get a tablet. Like all hardware and software bigger and more expensive is not always best depending on your requirements. I have an economical little wacom bamboo which is very portable and whizzes over my dual monitor setup with ease. Because you can zoom with every application even a small tablet will provide you with the ability to add all the detail you need.

Work and study

Get a comfortable chair. Often terribly expensive multi adjustable office chairs end up in fire sales simply because they have fallen out of fashion, they are normally very well designed for the job of sailing you through your education and can be acquired cheaply. Make sure it reclines a little and do this occasionally.

When studying or working take frequent breaks and walk about your home studio a bit. When concentrating make a conscious effort to relax your shoulders and posture from time to time.

If you fire up a new application the first place you should go is the beginners tutorials, even if you are more advanced. These lessons are to help you explore functions and the interface not make an apple. Nearly all applications come bundled with getting started exercises and when you have done these you can find more on the web. Some students find tutorials difficult to follow and it may take a while for you to get used to them. Do not fear everyone has to start somewhere. When you are faced with something that seems unsolvable, take a pause, run around the block. Often a little distance from the task will allow your brain to relax and the answer will come by itself. As you get more comfortable with the applications and the learning process you will be able to follow tutorials made for other applications or even in other languages as you will only be looking for principles you can use instead of a step by step explanation. If you find good lessons bookmark them as you may want to return months later. There is really so much to know that when you discover a process or technique that you know you will need later, make notes. This will save a lot of time.

What to make?

CG, 2 and 3D are such wide fields that it can be a real problem deciding what to produce. Everything from fantasy concept art to hardcore engineering and practically all areas in between use CG. Take some time to surf the web and visit company sites to see what work gets your interest. Do a little in each area and see what you enjoy most. There are two ways you can go: what is selling at the moment, or what you like the most. Doing what you most enjoy may be harder in the beginning, but easier in the long run. If you find you are not a creative guru yet there are plenty of competitions here and all over the net to get you started with pre determined themes. When you first begin everything you make will seem amazing,... to you! If all is going to plan your work should look pretty horrid to others. This is fairly normal. Don't be discouraged, keep forging ahead.

(added by ZeRobert) Sometimes working on our own ideas does not always bring out the best in us. Allot can be learned by modeling/working from concept art made by professionals. Working on other ideas challenges us to move outside of our comfort zones and much of the work done by cgartists is the interpretation of supplied designs. Working from excisting art will show you can fill that roll.

If you are going to use someone's work as a base or starting point make sure you always, ALWAYS accredit the author of the designs, ALWAYS... even if you are going to alter or interpret a design. Its always good to site the inspiration for the piece.

Here are a couple of sites where you can find concept art.

ConceptArt.org Version 3.0

Concept Art World

Portfolios - Car Design News

Polykarbon Art Forum - Powered by vBulletin

Jo's Playground engpage

Mods

Mods are modified games. Many game makers issue SDKs (Software Development Kit) which are the guts of the game. Using these tools you can modify an existing game by altering and importing new elements. There are whole groups on the web that dedicate their free time to making games based on current ones. Some mod crews are excellent. A good modding crew will have everything prepared for you to get you started on making assets for the mod. If your work is good enough it will be included in the final product. Good mods have extensive tutorials, tools, examples and experts to answer your questions. Mods can offer you nothing apart from the opportunity to learn and make material for your port folio, they almost always don't pay.

Having said that mods can be a terrific proving ground and are often overlooked as a method of training for games. We have a section here: Hiring - Mods & volunteers - Game Artist Forums

Forums

Next to the web itself forums and communities are your single greatest resource. Treat them with respect because sooner or later they always come in handy. Refrain from being argumentative or rude and remember that if someone disagrees with you it doesn't necessarily mean they are wrong. Like wise if you get rude posts ignore them. Forums are generally very well moderated and your behavior will be noticed. Never enter a discussion on piracy as every forum and community has rules against this. Getting banned is a waste of time, get on with learning, there is a lot to do. Try and help others as often as your time will allow. Leaving helpful comments and positive criticisms is how this whole bizz works. Never feel under qualified to leave a response except in intensely technical threads as your simple observation may be greatly appreciated. Refrain from asking questions like:

How do I make games?
How do I model, texture, rig, animate, light etc?
What is the best kick ass software?
Do you need a degree to work in CG?
Am I too old to start?
What can I do if I lose my motivation/inspiration to work?
All my friends say CG isn't art, are they right?
I got an offer today to work on a video game, but the director says he can't pay me, should I take the job for experience???

Don't agree with people who are trying to help you with direction, if it is good advice or not, thank the poster and decide whether to follow directions. Getting better is gratifying and it isn't too hard to amaze yourself because you are creating work that is better than your last project. Where this all goes wrong is when you compare your own work with what others are making. There is so much incredible art available that to equal that level you need to accept that others can see things that you are unable to. What we are busy with is a quest to create the greatest effect we possibly can. Every artist assumes that is your aim, these people see things you can't see yet. To test what I am trying to say look at the first work you ever made and it should look horrid. Refusing to take advice will annoy those who are trying to help you and keep you on your current level for a very long time.

If you feel the work you have already done is monumental then just save out a version with a different name and test out the advice you have been given,... Nothing lost at all then. The hardest thing to achieve is a good basic form, without it all the detail in the world will only be a flag on a mud ship. Don't complain if you don't get responses, your work may not warrant a response, buckle down and learn from it. When you ask questions try to give as much information as you can. For technical questions state what platform you are working with, the operating system specifications, and for hardware questions give your current configuration information.

Not Free, but Cheap education.

DVD's
When you are further along there are tutorial dvd's available for purchase. These range in quality and level of instruction so a bit of footwork on your part will help you purchase the right product for your level of skill. In general dvd's are a very good method of increasing your knowledge, they are convenient, and you can replay parts over and over.

Workshops

Workshops are by far the most expensive form of self-education apart from actually attending a full online course. Workshops usually run for a few months and put you in contact with highly skilled instructors who will give you a step by step description of the process at hand. Before you spend good money on these choose the subject carefully and make sure you have enough time to make a full commitment to the lessons as they are quite intense and will require a lot of effort to complete on your part. You will have to do your 'homework' and hand it in each week. If you fall behind you will miss direction from your tutor and thus waste a great opportunity to advance. As with dvd's shop around and find out what people are saying about the workshops you are interested in.

For more information on study, workflow, attending networking events, building a portfolio, making and sending a demo reel, buy and read Ed Harriss's book
CGSociety - How to get a Job in Computer Animation

Have fun and may the force be with you,

Google is your friend.
Cheers




The software lists and links above were compiled mainly by Veovis of gamedev.net and contributors to this thread. Thanks guys and gals.

Last edited by kanga; 08-02-2012 at 09:00 AM.
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