Comments: 201
iamdemsugar [2012-11-19 12:01:10 +0000 UTC]
For a person who want to learn 2d and 3d do you advice to be good at 2d first?
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Athey In reply to iamdemsugar [2012-11-19 18:14:59 +0000 UTC]
You don't have to get amazing at 2D - in fact, I've known some really amazing 3D artists who couldn't draw worth a shit - but if you're a character/creature artist, anatomy study is really a must, and generally, that involves a lot of drawing practice.
People able to get your ideas out quickly in a 2D medium is good, but a 3D professional doesn't need to be exceptionally skilled at presentable, finished 2D art.
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iamdemsugar In reply to Athey [2012-11-21 13:24:01 +0000 UTC]
Thanks for your answer.
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JarrettOnions [2012-11-17 10:23:10 +0000 UTC]
"it's even cheap enough that you might not need to pirate it at first" lol im afraid i did that when i first read about it.. maybe one day when i get a bit better i can buy it
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Czeyha [2012-10-22 04:42:04 +0000 UTC]
Thank you so much for posting this! I've returned to it several times since discovering it to reinforce it in my memory. I'm currently studying fine art through a distance-learning programme... I've been interested in the games industry for a fair few years now, intending to become a concept artist. In the last year or so I've become increasingly drawn to 3D. Unfortunately, I don't have the money for Autodesk software, and I'm not really sure I qualify for the free student version of 3DsMax/Maya, as the course I'm on has nothing to do with 3D... so I'm kind of stuck with Blender at the moment. Hopefully, I'll be able to afford a better program at some point soon, so I can spend more time on 3D and decide whether I want to pursue it seriously.
I do have a question, on the offchance you're still answering them: How separate are modelling and texturing? I'd like to have a solid foundation in both, but in a studio, would I be responsible for texturing the models I made, or would there be a separate texture artist who took over at some point? I've looked about but not really found an answer for this question, so I'd appreciate any insight you have!
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Athey In reply to Czeyha [2012-10-22 05:20:47 +0000 UTC]
I've definitely heard of some of the larger studios having dedicated texture artists, but I've never personally experienced that. We always textured our own models where I've worked.
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Czeyha In reply to Athey [2012-10-22 11:39:12 +0000 UTC]
Ah, okay. I should make sure I practice that as well then. Thank you for the quick response!
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sketcher-taku [2012-10-11 19:00:44 +0000 UTC]
Would you recommend rigging clothes separately from the mesh and I mean for in-game not pre-rendered cutscenes.
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Athey In reply to sketcher-taku [2012-10-11 21:05:11 +0000 UTC]
It really depends on the clothing and what you intend to do with the character. Extra bones are sometimes necessary for specific types of clothes. Sometimes you can even do a real-time simulation on sections of cloth. We've investigated Havok Cloth sim for a scarf here, but ended up deciding it was too expensive for not enough valid gain.
You never want to have mesh that you don't need. More often then not, our characters are fairly solid. The clothes and body are all one mesh - or the separation are in obvious places - arms might be separate geo from the shirt. Pants are separate geo. Head is separate geo. But I'd still rig the head, shirt, arms, etc. at the same time, so that I can make sure that the seams line up and deform together, when necessary.
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sketcher-taku In reply to Athey [2012-10-11 23:22:45 +0000 UTC]
Thank you one more question when you say separate geo do you mean separate from the mesh or separate as in the vertices aren't connected?
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Athey In reply to sketcher-taku [2012-10-12 17:15:18 +0000 UTC]
Separate mesh - like, you could select them and they wouldn't be all one object. Each object could be selected individually. We use a part-swapping system for our NPC enemies, and would reuse some pieces - like boots, or hats, or whatever, on multiple guys, but with different shirts and different pants and a different head. Our swapping system also allows for swapping out just the texture set, so the same geo could be used, but with a different texture, to make a new NPC. So in that case, it's obviously better, to have the different parts as different objects.
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Whit3Fir3 [2012-01-09 15:28:51 +0000 UTC]
Wow a lot of good stuff in this article, though I disagree with what you said about blender. Yes, I haven't worked with any studios that use it, but blender shouldn't be disregarded as an excellent learning tool. It runs great on lower end machines, and it has all the basics so that someone with a passing interest can get experience without having to upgrade their processor or whatnot. I started on blender, but I've also learned countless other autodesk products. Blender is a lot cleaner, and simpler than those other programs so it's really a great "intro" to the complexity of maya, 3ds, etc.
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RuchiiP [2011-12-01 22:19:41 +0000 UTC]
Can you work with both designing and making the graphic? Or you can only work with one thing when you get work?
And do you know a good way to make a lowpoly face look good?
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Athey In reply to RuchiiP [2011-12-04 09:18:32 +0000 UTC]
The smaller the team you work on, the more likely it is that you'll be doing more than one thing. It really depends on how good you are at the things you want to work on, and how much trust they put into you.
You'll always get some level of control over the design of the things you model, no matter what, but the level of input you have on that design will depend on how much they trust you and your ability to make good designs. So the longer you're at a place, and the more experience you have, the more stuff you'll get to design and then make, without having to ask for input from higher ups.
As for how to make a good lowpoly face - my experience is that it's all in the texture map. Try to get the basic shape good in the polys, but get the texture to look really good, since thats where you put all your details. You can put details into the polys, so that's really the only other option.
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RuchiiP In reply to Athey [2011-12-04 12:42:02 +0000 UTC]
Thank you so much! Your my idol! I wish we could be friends lol
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Yanneyanen [2011-11-02 09:07:15 +0000 UTC]
Found this post just now trough the Polycount wiki, really helpful! I gotta say though, that learning Blender it is definitely not pointless. I'm studying 3D animation and visualisation for the first year now and we're using 3ds Max. Having used Blender for a few years, I already know the basics of modeling, texturing, rigging etc., and it has really helped to learn things in Max a lot faster, as the functions are fundamentally very similar.
I know that apart from some indie studios (which can also be really good, like Wolfire Games), very few professionals use Blender, but saying "Do Not bother with blender." is misleading in my opinion. If one has never used any 3D package, and doesn't want to go pirating, I think Blender is a perfectly good program to learn the basics. Students learn Max and Maya eventually at school, and knowing one more program never hurts (even though it wouldn't be used at your future work place).
Anyway, thanks for the great article!
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Decadia [2011-08-22 07:48:55 +0000 UTC]
I'm studying for Game Art & Design-GAD(1.5 years at college now), and this is Exactly what the Gaming teachers told me, it just confirms it more. ;3
Maybe you should [link] this too? xD Hmm...makes me wonder how much time my batteries will last with frequent backpain. :/
Anyhow, loverly advice. ໖_໖
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Athey In reply to Decadia [2011-08-22 16:37:09 +0000 UTC]
hehe - yeah, I saw that vid a while back. Both sides are true though - lol. You get to have action figures on your desk and you do get free soda and snacks. Generally, the only people I see occasionally doing 80 hour weeks are coders, and it's not that frequent a thing. That kind of crunch happens right before huge milestones or demo releases. (So like, Alpha, Beta, e3, Tokyo Game Show, and Gold Master). We've had like 4 months of crunch as the longest stretch, and it was closer to 50-60 hour work weeks. But yeah - that video isn't really all that far off. lol.
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MrYoSo901 [2011-05-21 14:01:50 +0000 UTC]
I'm gonna remember this for as long as my love for 3 dimensional art never diminishes..
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MrYoSo901 [2011-05-21 07:10:38 +0000 UTC]
I bow down to your greatness, master.
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hugo2k1 [2011-03-03 03:58:19 +0000 UTC]
an awesome post!
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Nananki [2011-03-02 23:57:49 +0000 UTC]
Shit. it really is a tough industry.
I have a dream about wanting to work with the concept art area. And slowly but surely I'm getting the feeling that maybe I'm not cut out for this job.
Only just recently started to train on my drawingskills so I probably shouldn't sit in a dark corner and cry just yet but....I can definitly feel the pressure!
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mike-c-hall [2011-01-29 23:41:37 +0000 UTC]
I really appreciate this. I am currently a senior in High School, getting ready to apply to DigiPen in the BFA program. I actually live in Redmond, and am horrified of the idea of not getting accepted to this perfect school. A couple of the pencil drawings I have in my gallery will be in my portfolio that I will use in my application. I have a 3.4 GPA, and I have been in tons of traditional art, digital art, and programming classes. I have competed in a national game design competition too, What do you think my chances are? Thanks for any reply.
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Athey In reply to mike-c-hall [2011-01-31 18:27:28 +0000 UTC]
I have no clue what their application standards are like now in comparrison to when I applied (in 2002.... so... nearly a decade ago) It certainly sounds like you've got a good chance though. Good luck.
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kawaiiCritters [2010-08-19 01:10:02 +0000 UTC]
Thank you, that was helpful. I just finished a generalized game and simulation degree in about a year and a half, and am now in a fast track for a computer science degree (I'm using the programing degree as a backup job plan in this economy and a chance to study more 3d at night)
I'm actually decent at 3ds max, hopefully I will pick up some Maya skills, it's slightly harder to do as there are less decent tutorials that are free. ( I also do a lot of blender as well, but I am hoping to do some smallish games for the ipod/ ipad and I don't want to get in trouble with licensing.)
I was wondering if winning any competitions or creating your own games for ipod/ipad would be considered "experience" to the people who look through the portfolios first? (We have some people who won national and went international at my community college for a game they made)
and if you have a better shot at a job if your degree comes from somewhere like full sail, or a traditional college (my associates came from a community college, would that hurt my chances?)
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Athey In reply to kawaiiCritters [2010-08-19 17:15:32 +0000 UTC]
Having a degree from full sail will not help or hinder. Basically, they look to make sure that you've graduated from somewhere and that's usually as far as they care for the whole education thing. College degree? Yes? Okay good. Moving on. Portfolio? So having stuff that looks good will make a bigger difference than which college you went to.
Doing some independent dev for ipad certainly wouldn't hurt at all. I'll probably help, but maybe not a huge amount. They'll pay more attention to how you work with a team. How you work with THEIR team. What your work looks like. That stuff is what they'll look for. Of course, before any interviews, they'll probably have you do a test, so if any studio ever gives you a test to complete, get it done fast and good. Put as much effort into it as you can manage and return a good result. That'll matter a lot to them.
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o-rlyization In reply to Athey [2010-11-07 03:27:17 +0000 UTC]
Now I'm curious, but what exactly does a test from a company entail? "Here draw this in 5 minutes" or "Draw us ten varying designs of a character with such-n-such perimeters"? I'm sure it varies depending on the company, but I'd like to know.
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Athey In reply to o-rlyization [2010-11-08 18:13:11 +0000 UTC]
Drawing is rarely involved unless you're testing for a concept artist position.
Most art positions (I'm talking about 3d artist positions) tests would involve them giving you some concept art and some limitations (Polycount, textures, etc.) and a timeframe (usually like 1 week).
One guy I knew had to model the exterior of a fairly low-poly cathedral and the immediate ground around it. It was a stylized sort of thing - not like one of those insanely detailed gothic cathedrals where every little thing is modeled out. This was back in ps2 spec days, although it was for a studio making PC games, if I recall. Anyway, they sent him some concept drawings of what it would look like from a three-quarters view and some renders of the texture style they use and he was supposed to match the same style they use and make a building that matched the drawing.
I've done a test for a character position where they just sent me a couple 3/4 sketches of a character. They told me the max polys, which if I recall, were 2,000 tris (this was years ago), and for textures I was allowed 2 512's, and they wanted it done in a week.
It's basically to see how well you follow their directions, their specs, whether or not you can work on a deadline, and if you can match their desired style.
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kawaiiCritters In reply to Athey [2010-08-19 18:02:30 +0000 UTC]
Okay cool, thank you for your advice, very helpful.
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hpurane [2010-07-06 22:36:28 +0000 UTC]
Hello there. The article was largely regarding becoming a game artist.
I, however was interested in the post of game programmer. I will be graduating in a couple of years. I am a good pogrammer [or so i believe atleast] [living in India; the industry is yet to pick up here... ]
I wanted to ask you what are the chance of getting in the industry as a game programmer early on.
What do i have to work upon? [currently trying hands on some XNA....]
Or do i have to enroll into a gaming school?
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Athey In reply to hpurane [2010-07-07 18:11:11 +0000 UTC]
I, unfortunately, no very very little about the programming side of things. I only chat with a couple of our coders over lunch, but don't know what sorts of education or job searching things they had to go through, so I'm not a lot of help with that stuff.
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hpurane In reply to Athey [2010-07-07 19:32:19 +0000 UTC]
Sad. Nevermind. Life is a mystery!
lolz
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Athey In reply to Ayedail [2010-05-18 21:06:26 +0000 UTC]
The only advice I can give on texturing is to not be afraid to use photo source. You can still paint over top of it, but good photo source can make a huge difference in good textures.
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Figgs [2010-05-11 01:18:20 +0000 UTC]
Any tips on how to get in for writing? I am an artist but not the kind likely to get in on art, and personally I think writing is where most games are failing right now. Any idea how you do that, or know where I can get that kind of info?
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Athey In reply to Figgs [2010-05-11 17:22:48 +0000 UTC]
Unfortunately, I really have no advice in that area. All of the people I know who work on story writing are also designers. Once we outsourced our story to a real published author - a guy who writes a lot of popular action/thriller novels.
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starfishey [2010-05-10 02:41:25 +0000 UTC]
My teachers talk a lot about networking too-- it's not always what you know, it's who you know. What do you think would be the best way to build up your network of people? I guess just what would take you from a point of just talking to a person to getting to know that person enough to the point where they would refer you for a job.
I've been considering going to game developers conference to see what its like.. Would that be a good idea?
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Athey In reply to starfishey [2010-05-11 17:21:49 +0000 UTC]
One option that works for students is to make sure you stay on good terms with your classmates and say in touch after graduation. I've got most of my graduating class from my college on my facebook.
If that's not an option, networking on some of the bigger message boards - the ones frequented by the pros, like cgtalk.com and the zbrush forums - and make sure that you give real, constructive talks on lots of people's work, as well as post your own. It's a good way to get your name out there among people. They can see that you're a nice person who can work with people, and they can see your work.
Conferences might be a good idea too, but most of the people there aren't really in the position to look at your portfolio or anything like that. When studios do send people to those, it's usually to attend classes/seminars on new software and techniques.
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Elmion [2010-04-09 14:28:33 +0000 UTC]
Fukken' saved.
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