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Quit my well-paying job to become a 3D artist

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EliasWick polycounter lvl 9

Hey, sorry for all the text, but I really need your help, (If you want to help me, of course).

I recently turned 23 and decided that it was time to do something else with my life. I’ve been interested in game-development (Level Design and 3D Modelling) ever since I was 12 years old and have been working with all aspects ever since, on my free-time and when I am off work.

When I turned 19 years old (right after high-school) I got a great, well-paying job and I have been working there ever since, (Transport, Planning and Administration). In the last 2 years of working with Administration, I figured out a way to reduce most of my tasks with programming. I was able to reduce one day worth of tasks a week, and asked my boss if I could take a day of per week for the rest of the year, for studying (Courses about software, level design and modelling). Now one year later I decided to quit my job in order to peruse a career in Modelling and Level Design.

I still live at home and both my dad and mother are very supportive of my choices. They have agreed that I can stay home and develop my portfolio and enhance my skill set. I am very self-disciplined and don’t have any trouble with procrastination.

One issue is that my dad is very “Old School” thinking that it’s impossible to get a well-paying job without any form of degree. I have been able to convince him that times have changed and that a great portfolio has a chance to equate a great job. (I do understand that a degree will help during this process)

My concerns right now:

1. School / University (Degree)
  •  All of the Game Development schools / universities that are in my country teach Maya or Blender. (I use 3Ds Max and love it like it’s my own baby. I have no problems changing that, but 3Ds Max is still used in a lot of studios).
  • There are few schools that focuses on specific aspects until the third year of the degree (Animation, Level Design, Game Physics, 3D Modelling, etc.) and it is very, very basic the first year.
  • Most student that graduated from these schools do get a job. The school was a way to connect with other game developers and possible get hired.
  • All schools / universities are 3 years or more and there is no way to skip courses. I can’t study beforehand and finish tests before all of the others.
  • Most Schools and universities will have some form of filler courses such as History, Science or English which has nothing to do with what I am there to study.
  • As mentioned, I can’t skip any classes and all schools are meant to be catered to everyone, even those who have got a family and a part time job. This drastically reduces the speed at which we all learn things. (I have nothing against people working or those with families. I could of course use this dead time to work on my portfolio)
  • Schools are not specifically focusing on one skill set, reading off one website they focus on: C++, Data structure, Algorithm, 3d Modelling and 3d Effects and animation (Yet again, I have no problems with learning multiple skill-sets, but we all know that those who have mastered one skill are those with the best payment and most security.)
  • Technology constantly evolves and I am afraid that things that we get taught in school or university will be outdated by the time I would get my degree.

    Sorry for all the nagging about schools, it’s just a compiled list of what I feel, have heard and seen. I sound very anti school / university, but I am not. School for me right now, feels like taking beginner piano lessons when you already know how to play Mozart - Rondo Alla Turca
2. Self-Studying, Shorter Courses (No Degree, Only certificate)
  • I have spent a whole lot of time studying and learning about modelling and Level Design over my years interested in Game development. I feel that I have a great understanding on both the basic and advanced principles of modelling. One of the greater sources for that have been Polycount and its community.
  • Most of the things you get taught in school is can be found or asked about online. (You won't have a teacher to ask any questions or concerns.)
  • The only bad thing that I can think of, when it comes to self-studying besides not getting a degree is that I will be missing a lot of social company and you don’t get to be around other game developers. (But at the same there are these wonderful online communities that compensates for that.)
  • I have saved enough money to be able to buy and pay for courses, if needed.
  • It's easier to focus on specifics with courses compared to a University that aims to cover it all, (which most seems to do.)

My main goal is to start job hunting, or start working as a freelancer by the end of 2018 and continuing working on my portfolio.

I have been given a golden opportunity by both of my parents and need you to shed some light on how I should think and what I possibly should do?

Sorry for this LONG post and thank you if you managed to read half of it all. 

Replies

  • sacboi
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    sacboi high dynamic range
    How far along are you at this point compiling/adding quality content for your Portfolio?
  • pmiller001
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    pmiller001 greentooth
    In my experience, going to school to learn programs is a fools errand for the reason you listed above, technology always evolves. IN ADDITION to that, you can learn most of the essentials online. Especially if youve got free time like you say you do.
    SO if youre looking for advice, mine is to go to school to learn a skill, id est a fine art skill, or whatever compliments what youre trying to do. That'll afford you way more opportunities in the long run. 
  • JordanN
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    JordanN interpolator
    Some schools have life drawing lessons or workshops which I think is more efficient, then dropping money for an entire course.

    I nearly did a 3 year program and that would have cost me $10,000 a year and you still would have to pay more money to buy equipment and textbooks needed for class. I feel relieved I dropped out in the first year.
  • EliasWick
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    EliasWick polycounter lvl 9
    sacboi said:
    How far along are you at this point compiling/adding quality content for your Portfolio?
    As of right now, no artstation or online portfolio. Not having a portfolio will sound very strange to someone in the field of art. Unfortunately I have never taken the time to share anything AND I do know that this is the best way to evolve. So I really feel that I have missed out on not creating a portfolio sooner. I have a lot of projects and images saved on my computer and external hard drive that I will rework and make more fitting for a portfolio. As soon as I have compiled a list of my best work I will share it here on Polycount among others like artstation.

    EDIT: For the last few years I have been spending a lot of my time trying to figure out what I like the most of the game development process. I have created 2 games using .NET written from scratch. A Maze game with 25 levels and a timed puzzle game. I have been studying the technical aspect of texturing, mostly for UE4, using nodes to transform and manipulate a texture to the maximum. I have spent countless amounts of hours learning and trying different techniques about optimization and polycount budgets for projects sizes. Coming from a musical family, I have been taught a lot of instruments which lead me into sound effects and music creation for setting mood to a game. So I feel that I have been here and there and finally decided on a path to follow, which was the first thing I started with: Level Design and a primary focus on 3D Modelling.
  • EliasWick
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    EliasWick polycounter lvl 9
    JordanN said:
    Some schools have life drawing lessons or workshops which I think is more efficient, then dropping money for an entire course.

    I nearly did a 3 year program and that would have cost me $10,000 a year and you still would have to pay more money to buy equipment and textbooks needed for class. I feel relieved I dropped out in the first year.
    Thank you for your input! As you might have noticed I am having a hard time coming up with pros of going to a University or a School of sorts. I will definitely keep your words in mind when I decide on what path to take! :)
  • EliasWick
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    EliasWick polycounter lvl 9
    In my experience, going to school to learn programs is a fools errand for the reason you listed above, technology always evolves. IN ADDITION to that, you can learn most of the essentials online. Especially if youve got free time like you say you do.
    SO if youre looking for advice, mine is to go to school to learn a skill, id est a fine art skill, or whatever compliments what youre trying to do. That'll afford you way more opportunities in the long run. 
    Thank you very much for these words! This is probably the best way to "as you said" compliment what I am trying to achieve!

    A thought that just came to mind: Wouldn't it be great to take part in 3d modeling challenges and game jams? What is your take on that? If I win something like (best model in EPICs Modeling Contest 2017), could that be of interest to a studio? I know that they will only read a resume after they see a shining portfolio. But still, can that be of interest?
  • Alchemical
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    Alchemical polycounter lvl 6
    Going off of my course here, Im at the beginning of my journey here tho, so read with caution:

    Most of your concerns are true. A tad outdated methods, very little specialisation until the end, most of the beginning if you know the programs will be a breeze. There's a lot putting you up to struggle with the curriculum for personal-improvement-time. Some offer lifedrawing like JordanN said and self-learning hours after lectures, meant for you to work on improving and getting feedback from tutors, can't say however that most or few do that since they rarely advertise it.

    The most value I've gotten this year is the stuff that made my skills improve, which was the personal feedback-sessions and me working from home. I don't regret the year spent here, but Im very skeptical of sticking around.

    I'm confident there are universities and colleges out there that will give you what you need and are fantastic, if you do decide to go down that route, make sure you do your research and keep it from being a major economical drain as possible.


  • EliasWick
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    EliasWick polycounter lvl 9
    Going off of my course here, Im at the beginning of my journey here tho, so read with caution:

    Most of your concerns are true. A tad outdated methods, very little specialisation until the end, most of the beginning if you know the programs will be a breeze. There's a lot putting you up to struggle with the curriculum for personal-improvement-time. Some offer lifedrawing like JordanN said and self-learning hours after lectures, meant for you to work on improving and getting feedback from tutors, can't say however that most or few do that since they rarely advertise it.

    The most value I've gotten this year is the stuff that made my skills improve, which was the personal feedback-sessions and me working from home. I don't regret the year spent here, but Im very skeptical of sticking around.

    I'm confident there are universities and colleges out there that will give you what you need and are fantastic, if you do decide to go down that route, make sure you do your research and keep it from being a major economical drain as possible.


    I am happy to hear all types of stories and I am thankful that you shared a bit of yours. Personal feedback-sessions sound great, every school in this type of field should have that!
    I believe that there are amazing schools and incredible teachers. There are those who work for their paycheck and those who devote their life into teachings because they enjoy it. If I do go to some type of school, hopefully I get one of those teachers that really live for their job and tries to do everything to push all students to the limit.

    The economical situation shouldn't be that much of an issue since most schools and courses are "free". I am taking a wild guess, but from reading your name, I believe we both are from the same place (Sweden or the North of Europe). If that is true, then you know a bit more about how the university and school system works.

    Thank you! :smiley:
  • jfitch
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    jfitch polycounter lvl 5
    EDIT: what country do you want to work in? Getting a Visa in the US to work at any AAA studio is going to be a bitch without a degree/publications or a highly proven track record (other shipped AAA games).  

    No matter what you decide, here are some things to keep in mind:

    -Get lots of feedback from reputable sources who will be honest with you.
    -Find someone in the industry who does the job you want to do, see if they're willing to have a dialogue and check out their folio: that's the quality level you need to hit.
    -Work your ass off, keep making stuff until you're *at* or close to that quality level
    -Quality > Quantity
    -Speed doesn't matter as much early on--spend the time, and don't try to be Tor Frick right out the gate

    Too many of the kids I went to school with never did these things. They assumed they knew everything, that they knew how to break into the industry, and that everything would work out. Similarly, professors were never honest with them. Only five people out of my ~300 person graduating class in game design actually got a job in video games. That being said, there are a lot of benefits to going to school that aren't skill/career related. 

    Also, listen to the Character Art Podcast if you haven't yet. I know you're looking at Environment art/ level design(? careful here, there's a big difference between the two), but Gavin and crew get into the school vs self taught thing quite a bit. 

  • EliasWick
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    EliasWick polycounter lvl 9
    jfitch said:
    EDIT: what country do you want to work in? Getting a Visa in the US to work at any AAA studio is going to be a bitch without a degree/publications or a highly proven track record (other shipped AAA games).  

    No matter what you decide, here are some things to keep in mind:

    -Get lots of feedback from reputable sources who will be honest with you.
    -Find someone in the industry who does the job you want to do, see if they're willing to have a dialogue and check out their folio: that's the quality level you need to hit.
    -Work your ass off, keep making stuff until you're *at* or close to that quality level
    -Quality > Quantity
    -Speed doesn't matter as much early on--spend the time, and don't try to be Tor Frick right out the gate

    Too many of the kids I went to school with never did these things. They assumed they knew everything, that they knew how to break into the industry, and that everything would work out. Similarly, professors were never honest with them. Only five people out of my ~300 person graduating class in game design actually got a job in video games. That being said, there are a lot of benefits to going to school that aren't skill/career related. 

    Also, listen to the Character Art Podcast if you haven't yet. I know you're looking at Environment art/ level design(? careful here, there's a big difference between the two), but Gavin and crew get into the school vs self taught thing quite a bit. 

    From what I know, different countries have different cultures. As you said, it's hard to break through in the US unless you have a good record. I'm mostly looking for work in the northern section of Europe (Sweden, Denmark, Norway, Germany, England and France even though it's a bit further down.) and eventually move to Canada.

    My working contract ends on the last of december, so I am still at work. Funnily enough I met a women in the HR department yesterday who said her boyfriend was working in a studio. It's one of the studios that worked on the title  "Little Big Planet". I managed to get his number and will call this weekend and ask him a bit about his process and journey to where he is today.

    All of your bullet points are spot on, no argue there! I will keep all of those things in mind!
    I will check out the Podcast. I can really use all types of podcasts and resources now that I have more time than ever.

    I was thinking 3D modeling as the primary skill, Level Design as a second skill. I actually assumed that Environmental Art sort of fell under the category of 3D modeling. In smaller studios I believe that's the case. I really need to do more research on the structure of AAA studios. The heck, I know disney have light artists... Light artists, people placing lights and evolving that technology, so cool!

    Lastly, the reason to why I am asking all of you about all this is to be brought down to earth. I don't want my dreams and hopes to block my sight. You all have given me much insight on how to think and how to not think! Thank you @jfitch!
  • pmiller001
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    pmiller001 greentooth
    EliasWick said:
    In my experience, going to school to learn programs is a fools errand for the reason you listed above, technology always evolves. IN ADDITION to that, you can learn most of the essentials online. Especially if youve got free time like you say you do.
    SO if youre looking for advice, mine is to go to school to learn a skill, id est a fine art skill, or whatever compliments what youre trying to do. That'll afford you way more opportunities in the long run. 
    Thank you very much for these words! This is probably the best way to "as you said" compliment what I am trying to achieve!

    A thought that just came to mind: Wouldn't it be great to take part in 3d modeling challenges and game jams? What is your take on that? If I win something like (best model in EPICs Modeling Contest 2017), could that be of interest to a studio? I know that they will only read a resume after they see a shining portfolio. But still, can that be of interest?
     One way i started thinking, that helped me get better was. "why not?". SO in reference to your question, can you think of any reason not do participate in challenges? james? etc? Honestly dude, whatever makes you better , do that. At the end of the day getting better at art is not rocket science. It takes time, dedication, willingness to be critiqued, and very hard work, all to make some sweet art. 
    Also if you havent seen the wiki, it has a lot of information regarding this topic. so check that out, I think youll gain a lot of information fast there.

    http://wiki.polycount.com/wiki/Game_Industry

    PS please let me know if I misunderstood your question hahaa
  • EliasWick
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    EliasWick polycounter lvl 9


    PS please let me know if I misunderstood your question hahaa
    No, you got it right! I've been spending very little time on the wiki, but I know that there are so many great resources there! I hope you don't mind that I borrow your "Why Not" for the foreseeable future, haha! 
  • sacboi
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    sacboi high dynamic range

    There's no additional info I'll add that hasn't already been covered here except too say FWIW I think you've got a well thought out road-map going forward so yeah all the best for your future endeavours.

    EDIT:

    EliasWick wrote:

    My working contract ends on the last of december, so I am still at work. Funnily enough I met a women in the HR department yesterday who said her boyfriend was working in a studio. It's one of the studios that worked on the title  "Little Big Planet". I managed to get his number and will call this weekend and ask him a bit about his process and journey to where he is today.

    Sincerely hope this avenue leads somewhere, plus here's a nice folio show thread on this board by artists who'd through the strength of their respective folios got hired:

    http://polycount.com/discussion/187512/recently-hired-in-aaa-show-us-your-portfolio

    And as a an aside LBP is one of my top ten favs and really Sackboy is the absolute bomb!...hence my forum nickname :)  

  • EliasWick
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    EliasWick polycounter lvl 9
    sacboi said:

    There's no additional info I'll add that hasn't already been covered here except too say FWIW I think you've got a well thought out road-map going forward so yeah all the best for your future endeavours.

    EDIT:

    EliasWick wrote:

    My working contract ends on the last of december, so I am still at work. Funnily enough I met a women in the HR department yesterday who said her boyfriend was working in a studio. It's one of the studios that worked on the title  "Little Big Planet". I managed to get his number and will call this weekend and ask him a bit about his process and journey to where he is today.

    Sincerely hope this avenue leads somewhere, plus here's a nice folio show thread on this board by artists who'd through the strength of their respective folios got hired:

    http://polycount.com/discussion/187512/recently-hired-in-aaa-show-us-your-portfolio

    And as a an aside LBP is one of my top ten favs and really Sackboy is the absolute bomb!...hence my forum nickname :)  

    Thank you for the kind words! Yeah, I feel that I have a better understanding and a better plan based of all the answers written in this forum. The thread you linked is a great resource, it's good to have something to compare yourself to. Haha, that's pretty funny. I am going to call him in a couple of hours and ask some of the questions that I have asked in this thread and see how he sees on it. :)
  • Goat Justice
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    Goat Justice polycounter lvl 10


    I was thinking 3D modeling as the primary skill, Level Design as a second skill. I actually assumed that Environmental Art sort of fell under the category of 3D modeling. In smaller studios I believe that's the case. I really need to do more research on the structure of AAA studios. The heck, I know disney have light artists... Light artists, people placing lights and evolving that technology, so cool!

    More and more Environment Art has started to develop a number of sub-categories. Different studios break it up in different ways, but here are some of the roles that fall under Environment Art.

    Prop Artist – Pretty self explanatory. Model and usually texture prop objects. This is one of the easiest jobs for studios to outsource, so its a bit rare to find a studio looking for someone to just do props.

    Architecture Modeler – A number of studios have roles for artists who specialize in modeling architecture. This usually involves close work with level designers so it tends to be done in house. A role like this is also more common in a studio that does their level creation inside of Max or Maya. Though it may also involve creating modular sets to be imported into level editing software. The work involves creating large structures that still look detailed.

    Foliage Artist – A bit less common but there a few projects have had artists entirely devoted to creating plants. I've never seen a job posting for this, but it's something people end up doing. There are a lot of tricks for getting plants to look good in games.

    Weapons/Vehicles Artist – Something I'm seeing pop up more often lately. Usually a role for a very skilled hard surface artist who will work on the most important non-character pieces in the game. This is a weird out-lier that almost isn't Environment Art but uses a lot of the same basic tools and skills.

    World Builder – Basically the set dresser for the game. This person usually takes a basic blocked out space from the design team and places props, sculpts terrain, etc to create a finished looking area. Often this involves at least basic lighting for interiors as well. The exact workflow depends on the tool set used by a particular studio. Usually this will be level editing software, thought a handful of studios do world building through 3D packages like Maya.

    Materials Artist (Surfacing Artist) – This artist created materials to be used by other artists. May take High-poly models from another artist and handle baking and final texture creation. May also create tiling textures to hand off to world builders and Architecture Artists. This used to be kind of rare as a discrete specialization but it's becoming more common for studios to have people who focus solely on materials.

    These are some of the more common specializations. Different studios may combine these roles in various ways. Most environment artists in the industry have at least some experience with all of these roles (or the skills they call for).

    Take a look at a few job postings and see how they line up with one or more of these categories. You'll start to get a sense of what studios are looking for.  

    Good Luck  :)

  • EliasWick
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    EliasWick polycounter lvl 9

    Take a look at a few job postings and see how they line up with one or more of these categories. You'll start to get a sense of what studios are looking for.  

    Good Luck  :)

    Hey, thank you very much for sharing!

    I feel a bit lost though, I don't know what rout to go down! I've spent a fair amount of time creating architecture, but really, everything sounds interesting. I guess that will have to experiment with them all to find what suits me the best :)

    Again, I can't thank you enough for everything you wrote!
    PS: Great work on The Old Republic!
  • CreativeSheep
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    CreativeSheep polycounter lvl 8
    There is no reason why you can't be an all around person, if you happen to be good at multiple tasks well that is a positive and will atleast keep you employed as you can always rely on another skill to keep the income flowing; you never stop learning.  School is irrelevant in my opinion unless you are becoming a doctor or a lawyer everything else is debatable. 
  • EliasWick
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    EliasWick polycounter lvl 9
    There is no reason why you can't be an all around person, if you happen to be good at multiple tasks well that is a positive and will atleast keep you employed as you can always rely on another skill to keep the income flowing; you never stop learning.  School is irrelevant in my opinion unless you are becoming a doctor or a lawyer everything else is debatable. 
    Well said! Playing an instrument, creating a game or painting a house are all things that can be done with trial and error. You learn from experience and hopefully find a better way to do it the next time. With enough time and effort I believe that most people can become a master in said field. And as you stated, Some professions require a degree of sorts, which is understandable.
  • DeathstrokeFTW
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    DeathstrokeFTW polycounter lvl 4
    You can start with tutorials and then go on with advanced courses to improve further. With tech now it , makes a whole lot easier to produce and learn faster.

    I have a degree in Games Design but my parents have been not really supportive after I graduated, they have literally killed my dreams. I have to go to my dad's office everyday to deal with business which im entirely not interested in. I basically waste more than half my day doing nothing and when I get home I have to deal with other matters.
    Living in Pakistan as a 3D artist is pretty grim. I still want to make stuff and improve but I dont see if ill ever get out of this soon.

    (Sorry for hijacking your thread)
  • MikeTravis
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    MikeTravis null
    Check out my book 'Score A Video Game Career'.  I cover these topics in depth!  Check it out here: amzn.to/2hvwcKZ
  • EliasWick
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    EliasWick polycounter lvl 9
    Check out my book 'Score A Video Game Career'.  I cover these topics in depth!  Check it out here: amzn.to/2hvwcKZ
    Hey Mike! Thanks for the link, the book seems great! I might check that out! :)
  • EliasWick
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    EliasWick polycounter lvl 9
    You can start with tutorials and then go on with advanced courses to improve further. With tech now it , makes a whole lot easier to produce and learn faster.

    I have a degree in Games Design but my parents have been not really supportive after I graduated, they have literally killed my dreams. I have to go to my dad's office everyday to deal with business which im entirely not interested in. I basically waste more than half my day doing nothing and when I get home I have to deal with other matters.
    Living in Pakistan as a 3D artist is pretty grim. I still want to make stuff and improve but I dont see if ill ever get out of this soon.

    (Sorry for hijacking your thread)
    Indeed! The technology to both produce and learn are very wide in many aspects!

    Oh I feel bad for you! Different cultures really affect individuality and personal progression. Does your father need help in the office and do you get a good payment? Leaving your job and moving someplace isn't too bad of an idea. Taking risks may equal to rewards. I don't know what the average salary, but working two year and saving 90% of the income where I live is absolutely enough to move to another country and start a new life.
  • Larry
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    Larry interpolator
    My parents are also the same like yours, let me tell you my experience. I listened to them for my choices, and ended up turning 28 to have a try at career change.

    What i came to realise, your parents (and mine ofc) are not the most wise people in the world, and they don't know what is best for you. Of course they want the safe choice, which is having a job with a good amount of money. But if that does not satisfy you, then change it. Change everything in your life that does not make you happy, and work towards what makes you happy. This is life, your life.For your parents, its "better safe than sorry"
  • RN
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    RN sublime tool
    Hi dude. I'm 27 and in a situation similar to yours, mostly because of my own bad choices and issues, ending up in kind of a career limbo.
    I wanted to point out that you let out some signs of what really gets your flow going.
    When you had some free time, you didn't model, paint or animate, you did this:
    EliasWick said:
    I have created 2 games using .NET written from scratch. A Maze game with 25 levels and a timed puzzle game. I have been studying the technical aspect of texturing, mostly for UE4, using nodes to transform and manipulate a texture to the maximum. I have spent countless amounts of hours learning and trying different techniques about optimization and polycount budgets for projects sizes.
    If this was one of those clickbait online tests, "What Kind of Game Dev are you?", the result would be...
    You are technically inclined. You would be successful as a Game Programmer or a Technical Artist.

    Just something for you to consider. I don't mean the above as in you *have* to make a career in that area, but it's something that we know you would be comfortable working with. Best of luck!
  • tahakitan
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    tahakitan polycounter lvl 9
    I changed my career when i was 25 and it can be a very scary process.  I spent 6 years in the military and was promoted to a Staff Sergeant in the Air Force. I gave that up for a chance to work in the game industry. I got out knowing nothing, not even how to use Photoshop, but by the time I was 26 i got my first internship and when i was 28 my first job in the industry.

    I did go to a university for game design where they just pushed together 3d modeling, programming, and production into one degree.  Other than how to use photoshop or maya, I didn't learn alot as an artist. Most of my mentorship and learning came from internships, classes in cg society, CGMA, or pluralsight.  There were some good things that I got from my degree though.  I got my internship as a 3d artist because my professor recommended me to a company. If you have a hard time working with people than it can help you in that aspect.  The friends I made while going to school really helped motivate me and vice versa.  We pushed each other a lot and helped each other when it came to learning and improving as an artist.  Also it gave me 2 years to work on my portfolio and improve.

    I could of probably have done this when i was in the military on my spare time but it would of been a lot harder i think because I didn't even know where to look or who to ask.  Heck, I didn't even know how to use Photoshop or what Maya was.  Also school puts you in a learning mindset, something that can be hard after working 8 or 12 hour shifts.

    Anyway, there is not right choice, just the one that works for you.  As long as you have a clear goal, keep trying to improve as an artist, and hit that quality mark on your portfolio and you'll be good.
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