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#1 (permalink) |
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Senior Member
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Right tools to get the Job!!!??
Hello
![]() I've seem to hit a wall over the last couple of weeks looking for a position as a character/modeler/artist in the game industry. Ive spent the last 5 years studying game design, English (writing), and art, both formally, and personally, while holding a full time job (now gone). It wasn't until this past year (after loosing my FTJ ) I decided to focus on a specialized skill set, zeroing in on what I love most, and have the greatest aptitude for, character art. Overall I feel confident in my abilities to produce quality work, and carry out a concept, from HR sculpt to optimized working asset. I'm a self started, self motivated individual that can work independently, with strong verbal, and written communication skills. Expert knowledge of PS, Word etc. I have a strong understanding and background in traditional art (drawing, painting, anatomy) and design (color theory etc) both through formal education, as well as personal invested interest (self taught). I have devoted much of my time, effort, and resources to this very worthy cause of mine, as many others have. And am willing to go as far as I need too to make this happen. Long story short: I see tons of jobs where my experience, and profile fit. But where I really seem to hit the wall is, when I read this (in about 90% of the adds I come across): "Must be proficient/ have experience/ expert knowledge etc with 3DS or Maya" (something along these lines). Whats even more confusing: some say Maya some say 3DS, and a smaller portion of these say: 3DS, Maya or XSI? The two most prominent being Maya or 3DS? many mention both, but require one to know "one "or the other. (I know my head is spinning right now) Well... I dont own use or know any of these, to any degree of efficiency. I do all my modeling (base mesh, hard-surface, UVs, LR etc) in Modo: textures, painting, HR Sculpting in Zbrush: basic rigging in Houdini Apprentice. I was hoping I could pass through on good work alone. But... I just don't see an opportunity to do this,without knowing one of these apps well. The questions I have are: Can I realistically move forward with confidence, in pursuit of entry level employment, not knowing/owning one of these apps? Or Is it more or less a crap shoot without this back ground? If a potential employer, looks at your resume, and portfolio, and sees no mention of the said apps under tools used, does any consideration for the position go out the window? I know many artist who use Modo, specifically for Modeling and UVs, at high levels of production, in a production environment... but I have reason to believe, this is something they snuck through the back door latter on, and where already well versed in said apps (maya max) to get the position, initially. Does this sound more accurate to anyone who knows first hand? Right now I'm standing at the edge of the AD cliff, ready to put out the cash, and spend the next several months learning one of these.... if its imperative to having a career in this industry. So, again, as a candidate for a position: does knowing one of these, along with a strong portfolio, increase your chances of consideration for the position to any significant degree? If yes.... which one: Max or Maya? Is it pretty safe to assume that either or, will prove worthy of the cause, or does one of these carry even more weight? Some say Max is the premier tool, and by far the most widely used in the games industry, others say Maya? Do I flip a coin... go with which one has the cooler name... what? Personally, I would prefer which ever offers the most opportunities at this point... but its hard to say. i.e. if an add only mentions 3DS: does this mean Maya users need not apply, and vise-verse? In addition: In an effort to save some money: is anyone out there looking to sell a seat of an older version of one of these, 3DS, or Maya? Preferably 08-09, where support and tutorials are still readily available? Im looking forward to hearing your valued input... thanks in advance.... cheers ... sincerely... RJZ ![]() Last edited by Zamberro; 12-03-2010 at 12:13 AM. |
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#2 (permalink) |
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Senior Member
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your asset pipeline is probably going to involve Maya or 3ds Max at some point (or occassionally XSI). If you know Modo very well and can demonstrate the ability and willingness to learn, you should probably apply to jobs that require 3ds Max/Maya/etc.
Most studios will have no problem with you taking a week or two to learn Maya/Max/Some Other Package, assuming you already know the technique and skills required to use them. Modeling/Texturing/Whatever skills transfer from package to package pretty well. Honestly your portfolio is more important than any specific software package. |
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#3 (permalink) |
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Senior Member
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I'm exactly in the same predicament man, I too want to get into characters. I don't know how much experience you have, so I'm assuming you just want to start in characters at an entry-level position. The problem is no studio is going to take you seriously until you have a couple of years experience under your belt, and in that respect, a lot of artists are getting into games through starting as junior or environment artists. After working a couple of years as those, then you can think about what you want to specialise in.
First off, think about how many character roles are going compared to junior/environment artist roles. Secondly, think about a lot of the pros that have been working for high end companies who have now been let off and are looking for any character art roles they can get. Lastly, you have to take into consideration how many environment artists there are already in these studios with the intention of being a character artist themselves - they're going to be first to get picked. So you literally need a portfolio like Scott Spencer to have any chance of getting recognised. I think the best thing to do is get some props and environment stuff on your portfolio and try get into the industry that way. That was probably moving away from the topic of the thread, so I'll try get back on it I would say Max is a safe bet to work with if you're wanting to work in games. I personally use Maya, but I've seen a lot more ads for game artists asking for a proficiency with Max. Plus I played with the new Max Graphite tools, they rock.Last edited by Philly13; 12-03-2010 at 04:20 AM. |
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#4 (permalink) |
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Senior Member
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As long as you know your stuff and you have a good portfolio that shows potential, and you have the attitude and willingness to learn a new app, you should be ok.
What you could do is download trial versions of max/xsi/maya and have atleast some experiences with them albeit very basic knowledge. Or perhaps watch free tutorials online so you get some ideas of them. Also most companies that hire during full hectic productions usually don't have much time and so would prefer experienced people. The ideal company is one that invest in juniors and to join at the beginning of a project where there is time to learn their primary 3D app. Good luck ![]() (I wish some day Autodesk just consolidate them all in one app and we all work using the best features) Last edited by Ex-Ray; 12-03-2010 at 07:40 AM. |
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#5 (permalink) |
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Senior Member
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A few comments here have been made about 'experience' and I feel its something that should be clarified. All employers want to see you have experience but this doesn't have to be in the industry itself. Engine and development (mod/industry) experience is what they are looking for, it doesn't mean you need to have worked in the industry. A lot of knowledge and understanding comes from working with engines and actually getting your stuff in game. Having your stuff in game is golden on your portfolio.
I have been in the industry for around 9 months, I have already worked at Ubisoft but didn't feel it was a good fit for me, I was picked up by Crytek and have been very happy ever since, even while I have been working here I have been contacted by id software asking me if I wanted to put myself forward. What I'm pointing out is how much you don't need if you prepare yourself well before you get into the industry. A simple well structured CV (I based mine of talons) mod experience (have always been part of the modding scene) and overall industry knowledge (you can easily get this from forums). Knock together some work once you reach a confident standard, the scene on my portfolio is all I have used to get the interviews and jobs I have had. You really don't need very much. If you apply to a company you love and don't get a reply don't get frustrated by it, much about getting a job in the industry is been in the right place at the right time, I have been very lucky with this. I would say leading companies do big recruitment pulls in a window of about 2-4 weeks where they actively look through a lot of portfolios and also go on studio recommendations. I recommend reading the many many how to get a job threads on all the major art forums. If your not getting replies there not seeing something or your missing something. Work on it and keep on trying. Another thing to point out is working in the industry requires somewhat of a different mentality, while I was finishing University it was very obvious who was and wasn't going to get a job, simply because of there attitude and understanding. Some people can bounce polygons around all day and still not get it. Not to mention as an artist making art is only half your job. I hope its helpful, I have just rambled out loads of opinions. Philly13: Your work is pretty good, finish of some of your characters and the odd interesting prop. Make sure they are all well textured and rigged and posed and you should a job.
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Environment Artist - Portfolio Last edited by IchII3D; 12-03-2010 at 05:34 PM. |
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#6 (permalink) |
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Senior Member
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Good advice in this thread.
If I could add one more thing, it would be "let them tell you no". What I mean by that is if you feel you your portfolio is at the level where a game company would be interested, by all means apply for the position. Let the the people doing the hiring see your work, regardless of what 3d package the work was done with. In the end a tool is a tool, and givin what you said about yourself and your motivation is sounds like you can learn any package if you have the desire. Best of luck to you. S6 |
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