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I have access to ZBrush, Photoshop, and Lightwave. Does it matter?

These are the only programs I can work with right now, but I'm worried if I dive in it will hinder my chances with getting a job at a game studio. Most game studios I look at for 3D positions list experience with a major 3D package (3ds max, maya, modo, etc.) as a requirement. Will a studio still hire me even if my experience is with Lightwave?

Thank you for any replies, guys and gals. 


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  • RN
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    RN sublime tool
    Hi. If you want to work in the industry, you need to use industry tools.


    From http://polycount.com/discussion/comment/2014285/#Comment_2014285
    If you're trying to break into the industry, you're doing a HUGE disservice to yourself not knowing both Max and Maya.

    Blender is good if you want to stick to doing indie games, but not many AAA studios actually use it. Modo is great if you're a freelance artist, but once again, not many studios in North America (that I know of) actually use it.

    And yes, there are plenty of times when junior applicants have been turned away for not knowing a specific program.


    From http://polycount.com/discussion/comment/2385512/#Comment_2385512
    adrxzero said:
    Kryzon said:
    Is software experience relevant?
    That is, between two candidates, one with an awesome portfolio where he made use of non-industry-standard software (like some weird ass open source tools), and another with a not so great portfolio but with experience with industry software (Photoshop, Maya etc.) which one is more likely to be called for an interview?
    Being familiar with industry standard software is important, even if you do not prefer to use it, even if you prefer to model in blender you should still have working knowledge of Maya and 3ds max. If you are an artist trying to be in the industry you should be familiar with the tools that your industry uses. It is true that learning all sorts of software will allow you to have an upper hand, this will hopefully allow you to keep up to date with new software and adapt to plug-ins, internal pipeline tools, or mods efficiently.

    Knowing fundamentals is very important, but you do have a better edge when you can pick up and use software that company utilizes.

    Good luck!

    - - - - - feels relevant to add this:

    From http://polycount.com/discussion/189477/what-game-recruiters-really-think-about-your-application
    Gav said:

    Let Your Work Speak For You

    When hiring, it’s artwork first and second, then resume third. There will never be a time when hobbies land you the job. While maybe an interesting conversation starter, you should have your work front and centre. Generally, make it easy for someone like me to hire you. Remove all clutter and noise like an about page and have your portfolio URL directing to your work immediately, with the work displayed in chronological order. Save hobbies and personal interests for the interview, that is where the team gets to know you as a person – let the work land you an interview.
  • Qol_Stanczyc
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    Well I think that ends this thread haha! Thanks a lot RN I appreciate it. I'll see what I can do... 


  • RyanB
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    You can get 3DS Max and Maya and any Autodesk program for free with a student email address.
    You can get Houdini for free also.

  • Qol_Stanczyc
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    What I'm going to do is just use what I have for now. I have experience with Maya back when I went to school for Animation. Bought a license for XSI then Autodesk decided to kill it a year later... So the plan is to keep up with Maya on the side, and eventually subscribe to Maya LT. In the mean time work on my art with what I have. The student licenses won't work for me anymore since I'm not longer in school. 

    Will also check out Houdini. 
  • Kevin Albers
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    Kevin Albers polycounter lvl 18
    Maya LT, Substance Designer and Painter Indie versions should be enough of a toolkit to become good using standard tools for environment art. You probably need to use Zbrush if you are looking to be a character artist.

    Houdini isn't required for anything, although it's nice in it's own way, and there is a free version. I would NOT suggest learning Houdini until you learn to use other much more important tools first, unless you goal is to become a Houdini specialist (which there is not a huge demand for).

    In a pinch, you could get pretty good using your current tools, and then spend a month at a time using free trial versions of the above software, to at least learn the basics and use them in a few small portfolio projects. Having at least 1 thing that used Max (or Maya), and Substance Painter, and ended up in UE4 or Unity, would be a very good thing to have in a portfolio.
  • Qol_Stanczyc
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    Yeah, see I wouldn't have to strategize so much if my budget was looser. Have to make due with what I got, and start from there. Thank you for the advice I'll incorporate it into my decision making. The one thing I don't like about subscription is a personal issue, I feel dependent and don't feel I own something solid that I can work with. It's like renting tools for house work.  Don't know about others, but as an artist that makes things a bit feel like a leash and doesn't clear the mind so I can do what I do best. 
  • sacboi
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    sacboi high dynamic range

    I'd agree Houdini isn't in demand yet, regarding a studio system environment however the indie scene has seen a certain level of traction for procedural game development. Anyway wouldn't be a complete waste of time IMO revisiting your interest at a later date after firstly, as mentioned getting too grips with industry spec toolsets.   

  • Larry
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    Larry interpolator
    The tools you use are only a means of expressing your talent. If you made something good with the programs that you use, it is only natural that you can do the same with a different program, given the time to learn it. Though I believe studios dont care how you create an asset, as long as it can be incorporated in their workflow. A quadrified mesh in an fbx file is still a mesh no matter where it came from
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