Aspiring modeler, lost in the sauce...
hey guys,
i had a question i guess for the veterans or anyone in the industry i suppose.
i'm a few years out of college and just now assembling a portfolio, i went to an Art Institute where they did not have a major focusing on game design but kind of put us under an umbrella where i at least got to learn how to model, and with that education i tought myself how to do all the poly modeling, unwrapping, and texturing. where i did not benefit was that i was never shown zbrush or mudbox and am now having a good ol' time teaching myself yet again. i also enrolled in school for fine art after graduating as i felt i needed to be a more well rounded artist, and i couldnt make up my mind as to where i wanted to start my career.
the question i pose to those of you in the industry is this, as i have no experience in the industry and am now gearing a portfolio for a rapidly growing industry, and i hear talks of new technologies already (normal maps were new when i graduated), what is my best plan of attack for a portfolio?
do i keep going with the digital sculpting, is this going to help me when 'real-time rendering' is implemented, or is there something i'm not even familiar with that i should be learning?
or do i just move forward with the zbrush/mudbox/normal mapping method as that is what is current and will to a point still be relevant?
sorry for the long post but this has been on my mind for a while and any info that you guys could provide would be greatly appreciated.
thanks in advance.
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