Hi everyone. I'm Alec, and I'm going to be attending the Savannah College of Art and Design for Interactive Design and Game Development this fall. My ultimate goal is to become a 3D Character Artist. I'm aware of the fact that it's very tough to break into the industry as a character artist, but I'm willing to bust my ass. I'm very excited to start learning directly from professors with industry experience, but I'm also worried that four years perhaps may not being enough time for me to master modeling, sculpting, texturing, rendering, etc. to a studio-worthy level. I turned 18 in March, and I've got four months before I head out to SCAD. I'm currently learning through Digital Tutors, the Gnomon Workshop, and books like Burne Hogarth's
Dynamic Anatomy. Based on what I'm showing below is there anything I should be doing differently? Do I have enough skill now in order for four years of non-stop studying to be enough to learn the artistic
and technical aspects of character art and land a job? Thanks in advance.
p.s. Should I minor in character technical direction since there is an emphasis on rigging and character set-up for animation? I'm assuming those are very valuable subjects to learn about since I'll need to create production-ready models.
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If Adolf Hitler can go from provincial buffoon to master of Europe in 4 years..............
I went to SCAD and on a personal note I found that the professors were hit and miss. The quality of different majors seemed to me to differ wildly, with VFX being awesome and game design lacking. Some professors had great enthusiasm and a lot of good thinking to impart. Others, well... I'll just say that once I had to sit through a lecture on painting out normal map errors because the professor didn't know how to bake correctly, and no amount of my feedback in and out of class could convince him he was wrong. I feel like that story is representative of a number of instances of bad practice that I saw being taught there. Enough that I can't in good faith recommend it.
Sorry if this is a bit of a downer of a post, but I hope the takeaway is positive in that you're already well on your way and can keep your options open.
My normal map example was specifically about painting out bake errors, artifacts introduced because he configured the baker wrong. Not painting on them in the regular sense. It wholly came out of his not understanding normal mapping, and instilled bad practice in the students in that class. Many of them needed help down the road unlearning stuff from that class. But the overall point wasn't really to dwell on a specific instance, merely to give an example of what I saw as a systematic problem at that school.
I don't want to demean formal education as it provides a structure and guides a path for people to discover art for themselves. My first year of foundation and art history (the best way to learn history, for real) classes were invaluable for furthering me. But I went in already knowing the programs and processes of the trade, many times better than the professors themselves, and there was no track for people like that. 1 year of core classes later and I didn't learn a thing, just a bunch of software lectures (and in some instances behind the times) with projects that always felt like a wasted effort (I can elaborate on why if anyone's interested). After going through my foundation classes and core it would have been 2 more years of retreading what I already knew or was already teaching myself at a faster pace. With that knowledge in hand I realized I got everything I needed and left.
Again, it's hard to offer more than our own anecdotes as life advice, and there's no saying what any individual will get out of the things they do. I just wish to share my thoughts here on going into school when you've already got a body of work. Ultimately Alec, do what you think is the best path. If that means SCAD or any art school, by all means. It can always benefit you, especially if finances aren't involved.
Can't tell if this is enough or not, simply because I'm just 15 and this looks almost perfect for me, lol (or at least better than anything I've made so far)
Anyways I really wish you luck, man. I'll probably be in a same position in 4 years, looking for college or studio, and worried I don't have what it takes. Tryin' to improve until then ^^.
Go for it, man, you can do it!
Can you elaborate on said projects you felt were a total waste of time?
The issue is that the people who hadn't used maya or zbrush before lagged behind, whereas those who already knew the software wasted that in-class time getting what was little more than a crash course. As a result, the people who knew what they were doing were given huge leniency and weren't pushed further. Those who needed to learn the most would get help learning software, but never the fundamentals of 3D art. After that it was straight into individual and later group projects that took huge amounts of time as mentioned above. My take is that students should spend time doing small things that build them up to bigger projects, as well as small in-class assignments (and it's not like this would take too much time, the classes are 2.5 hours and there were no more than 20 students in a class).
As a side note that I don't want to get into, I also have some ethical issues with how the school appropriated money. The departments cared a ton, but I feel the administration never did anything for the students and even acted against their interests. I'm sure this is something that can be researched quite easily.
On another note, I'd like to know when you began taking classes regarding game art and the game design major. First year? Second year?
You begin taking game art classes in your second year. The first year has an intro class where they teach Adobe programs and dabbling with a bit of Maya at the end of the quarter. To answer an earlier question too, you get to decide whether you want to focus on game art or game design. I can't speak too much on the game design focus as my professor had to leave midway through due to surgery.