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Old 08-21-2008, 06:28 AM   #21 (permalink)
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Whoa Talon, you have a job that starts at 9 and still manage to stay up until 2 ? I really would have a hard time at my job if I didn't sleep 8 hours a night...
Haha, usually it's sort of two nights on with one night off/gaming, but recently I've been doing a lot of art tests so it's been every night for the past month and that's been taking it's toll :P
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Old 08-24-2008, 03:11 PM   #22 (permalink)
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Hey I got another question: Is there a "line" between modeling characters for in-game graphics and drawing concept/poster art? My guess is that in-game graphics require 3d programs to model the character with another (PS?) to texture it, while concept/poster stuff can be created with PS or Painter alone. A character artist would be expected to do both, right? If not then I'll know what more to focus on right now.

Also, what are the expectations when joining a mod team - someone mentioned that's a good way to getting my foot on the door in the industry. Would I have to "edit" existing models and reconfigure them? That seems like an entirely different thing to learn with a 3d program.
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Old 08-24-2008, 03:44 PM   #23 (permalink)
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It's a useful skill to be able to concept stuff, but I think that most of the time you'll find if you're a character artist, you'll be modeling stuff based on concept art done by someone who's job is being a concept artist. Generally, they're distinct jobs. This will vary from company to company - in general, the smaller the company the more blurred the lines between jobs yet as there are less people do the same amount of jobs so you have to share tasks more.

As for mods; in the mods I've worked on all the characters have been created from scratch. Although quite a few HL2 ones I've seen just alter the existing meshes a little. It just depends on the mod.
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Old 08-24-2008, 07:52 PM   #24 (permalink)
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Usually on a mod team, you'd create models and textures for creating new levels, but you wouldn't be "editing" current models, though often mod teams will use the assets from the game they're modding, as it saves a lot of time (but they're just placing already made models/textures, not changing verts/textures), and it's hard to keep a mod team going long enough to make all-new, 100% genuine content.
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Old 08-25-2008, 12:45 AM   #25 (permalink)
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I just read from what do concept artists do? - Game Career Guide Forums that concept artists could be further broken down to characters, environments, etc, but I have a feeling today's studios expect concept artists to be more versatile..

If there are and will be a demand for concept character artists then that'll be swell, but for now I guess I'll plan on learning both character concept art and modeling, but would like to keep my options open.

Again, thanks for the replies and your patience
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Old 08-26-2008, 06:22 AM   #26 (permalink)
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I saw that you spoke with the Art Institute of Pittsburgh. That's currently where I'm enrolled and in my opinion I do believe that you can be self taught, however I know in my case I've learned so much from the school and the other thing that I like is that the school stays away from programming and is strickely the "art" side of game development. If it comes down to you would like to go to school. This is how I usually see it. You can either work a job and not be happy with the rest of your life or spend a little more money and time and work the job you are passionate about. (These are all questions I asked myself so don't feel offended.)
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Old 08-28-2008, 03:19 PM   #27 (permalink)
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I beleve talent is more than a degree. But you need one, nothing in live is sure. One day you can work in a good company next day you got kicked out, a good degree gives next to art gives you a better fundament for the rest of you're live. A art degree is worth nothing if you aren't good enough.
And to be honest, after school you dont know that much. Just a taste of how it can be. If you aren't smart enough to learn it on you're own ( like me) you better save some money and go to a private school. like escapestudios in the UK. Or go to the US ( dollar is very low at the moment) You are still young so hurry up, everybody is getting younger and younger in this industry...
Just wondering, you mentioned EscapeStudios, are you studying there? As im giving some serious thought into doing the Realistic Character Modelling course....
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Old 08-28-2008, 05:37 PM   #28 (permalink)
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I'd say for the most part unless you plan on going to VFS or Guild Hall, stay away from most of the game design programs, some are ok, but most aren't. Get a fine art degree and learn to model/texture/ 3d-ize stuff through tutorials and help via websites like this one and polycount.

Most game design programs aren't suited for the fast changing industry, your portfolio is king. Period. You'd be better off with a nice fine art degree and a few months of modeling. If I could go back I'd take the time off to do tutorials and hang out in irc with the fella's at polycount to help out if I had any questions, but I did that 'and' went to school and got into 60k in debt, the degree is ok, but i learned WAAYYYYYYY more from other students and sites like this.
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Old 08-28-2008, 09:47 PM   #29 (permalink)
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Read through this thread, very intresting stuff. I'm in the same position except am not in debt with a worthless degree. So glad this site exists.
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Old 08-28-2008, 09:53 PM   #30 (permalink)
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LOL, his degree is definitely not worthless, an employer will see he was able to finish something he started, and it will help him throughout his life regardless of which industry he is in.
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