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Got the 3d bug ...bad.

Submitted by Mr Garbage on
Forum

Hi all,
I have the 3d bug again and cannot stop thinking about 3d.
I had been using max from99 -to 2003 doing artsy typr of renders, then stopped and concentrated on illustraion do to work. Now Ive started playing games for the last year and cannot stop thinking about creating stuff for games.

Submitted by Mr Garbage on Tue, 30/08/05 - 6:42 AM Permalink

oops hit enter....
My question is how should I develop my skills for a start out model/texture artist position?
Ive have been focsing on modeling and texturing props and stearing away from just making slick looking illustration type renders.

I work on max when I get home from doing my day job and really want to focus my energy on doing something productive to create a portfolio thatll give me chance at a position.

Your guidance is needed......

Submitted by IronhideNT on Tue, 30/08/05 - 8:37 AM Permalink

Well, having used Max for so long I'm guessing your technical skills are up there. And if your into illustration your eye for design is good as well.

Particularly for game artists though (and I can't really talk cause I'm not in the industry) I'm thinking you also have to have really good skills in fine art, and I mean a very very good knowledge of it.

You can get away with whacky colour schemes, or non - proportioned figures in graphic design and illustration, but game art is not so open to stylisation.

So I think for a good foundation in game art you have to study drawing/painitng etc. It will complement your exisiting skills well.

Submitted by J I Styles on Tue, 30/08/05 - 9:00 AM Permalink

Well it looks like you have the drive to transform a hobby into a career... smart thing is you've realised that you can methodically approach this instead of blindly going off and doing the "biggest and coolest thing EVAH" which most people starting out do. That's a good start.

My reccomendation is to find as many online portfolios you can of professional artists. Try and keep a ranking of them in terms of employment viability by thinking of things like skill range, presentation, quality of work, content, and even things like viability of the types of models they're making in relation to the types of companies around you. It's honestly not much point submitting the coolest ultra detailed blood soaked space marine mesh to a job at a company that exclusively does toon work... that becomes a question of relevance. Although the space marine butt kicker may be good quality, perhaps you submit it to a predominantly fantasy developer, the model is great, but if someone else submits an equally good but more relevant elven archer then it's more relevant and direct and they have that initial extra step over everyone else clamouring for the job.

Anyways, think about these things, think about it from the perspective of an employer running a business producing a product to sell, who needs employees to create content for said product... it is a business, and there's other contributing factors than the coolest space marine. After just a few hours of digging around the net, you should have a bit more of a firm understanding of where you should focus your energies, and have a bit clearer path to reaching that goal. Research is key [:)]

Forum

Hi all,
I have the 3d bug again and cannot stop thinking about 3d.
I had been using max from99 -to 2003 doing artsy typr of renders, then stopped and concentrated on illustraion do to work. Now Ive started playing games for the last year and cannot stop thinking about creating stuff for games.


Submitted by Mr Garbage on Tue, 30/08/05 - 6:42 AM Permalink

oops hit enter....
My question is how should I develop my skills for a start out model/texture artist position?
Ive have been focsing on modeling and texturing props and stearing away from just making slick looking illustration type renders.

I work on max when I get home from doing my day job and really want to focus my energy on doing something productive to create a portfolio thatll give me chance at a position.

Your guidance is needed......

Submitted by IronhideNT on Tue, 30/08/05 - 8:37 AM Permalink

Well, having used Max for so long I'm guessing your technical skills are up there. And if your into illustration your eye for design is good as well.

Particularly for game artists though (and I can't really talk cause I'm not in the industry) I'm thinking you also have to have really good skills in fine art, and I mean a very very good knowledge of it.

You can get away with whacky colour schemes, or non - proportioned figures in graphic design and illustration, but game art is not so open to stylisation.

So I think for a good foundation in game art you have to study drawing/painitng etc. It will complement your exisiting skills well.

Submitted by J I Styles on Tue, 30/08/05 - 9:00 AM Permalink

Well it looks like you have the drive to transform a hobby into a career... smart thing is you've realised that you can methodically approach this instead of blindly going off and doing the "biggest and coolest thing EVAH" which most people starting out do. That's a good start.

My reccomendation is to find as many online portfolios you can of professional artists. Try and keep a ranking of them in terms of employment viability by thinking of things like skill range, presentation, quality of work, content, and even things like viability of the types of models they're making in relation to the types of companies around you. It's honestly not much point submitting the coolest ultra detailed blood soaked space marine mesh to a job at a company that exclusively does toon work... that becomes a question of relevance. Although the space marine butt kicker may be good quality, perhaps you submit it to a predominantly fantasy developer, the model is great, but if someone else submits an equally good but more relevant elven archer then it's more relevant and direct and they have that initial extra step over everyone else clamouring for the job.

Anyways, think about these things, think about it from the perspective of an employer running a business producing a product to sell, who needs employees to create content for said product... it is a business, and there's other contributing factors than the coolest space marine. After just a few hours of digging around the net, you should have a bit more of a firm understanding of where you should focus your energies, and have a bit clearer path to reaching that goal. Research is key [:)]