Hey guy's
I've been working in the game industry as an 3D character artist for 2 years now. Due to fact that there are only a few bigger studios in germany I started to think about applying at filmstudios too. But I don't really know what the differences are for an 3D artist. The only thing coming to mind is that they can use a higher polycount. I'm sorry if this is a stupid question and I hope a few of you can help me.
Replies
Basically, the further you're at the start of the pipeline (starting with concept art), the more similar to games it will be.
There is no such thing as too many polygons!*
You get to use displacement maps in place of normal maps
No compensating for rendertime*
in terms of software,
Mari in place of Substance painter
Vray in place of Marmoset Toolbag
* - within reason. DON'T make 10 iterations of Turbosmooth on a spoon
And @fdfxd2 i really laughed about the spoon xD And the bad things is, I knew people who would have done things like that xD
zBrush is also used a lot, but on some studio it's kinda hard to use it, since it's not working on linux, you might have more chance to stay with crappy mudbox.
Where I'm currently at we use Max for modeling and Maya for rigging, animation and rendering. Zbrush is installed for those who wish to use it, its primarily for characters and organic stuff tho.
edit ; in short, I don't find there to be a huge difference but modeling for movies feels more free than for games, when it comes to games you need to watch polycount, pollyflow, UV layout readabilety, several more maps. When it comes to movies I'v seen people trow in directly decimated meshes (non character things like rocks ) from Zbrush and call it done.
And another question but not under the current topic. If I am not allowed to put my characters into an online portfolio am I allowed to use them for applying at other studios?
Thank you again for helping me out and a good morning/afternoon/evening