The slight problem is that VA will only support a 2-year program. And my 2d portfolio is lacking in colored pieces. So now I am digging up the line drawings and coloring them with CLP. And I have an appointment with an advisor next Friday. I wonder how things will go.
Well, my first question is for modeling specific. Should I study some basic of Maya and Zbrush before attending the program? And how is the work/study load?
Were there any students who were good with 2D portfolio but dropped out because they couldn't handle the technical aspect of using the software?
Anybody commuting from the long distance? I live in Inland Empire and it's 45 miles trip from my house. Do you think people can juggle between long commuting and heavy workload/homework?
And how's the daily schedule like? Do you guys spend a lot of time at the lab? And what time does the lab close? I think I will have to wake up very early for the traffic and stay as late as possible for homework and stuff.
Since my concentration will be Modeling and Texturing, is there any specific guidance/advice you guys can provide? As for me, I started out with Modo and actually it helped me understand Maya faster. It's nothing like learning Illustrator and getting confused with Flash. (that's what happened to me. One teacher told me that Maya is ten times more difficult to learn than Maya, but I am picking up a bit easily.)
OK, that's about it. Thanks.
Replies
I don't have experience with Gnomon, but I would recommend doing some searches like "gnomon workload" "gnomon daily schedule" etc. https://www.google.com/search?q=gnomon+workload
Also, what do you ultimately want from the instruction? A job in visual fx? Or a job in game development?
Do you know what specific discipline you want to pursue? Concepting? 3D characters? 3D environments? 2D pixel art? Etc.
These links might help you in figuring things out, as well as how to evaluate any instructional setup you're considering.
http://wiki.polycount.com/wiki/Portfolio
http://wiki.polycount.com/wiki/Game_Industry
And here's the problem. I also need to learn either Unity or Unreal because I want to make my designs kinda interactive, or at least turnable. I do need to learn some game specific modeling tips, too.
Listen to this podcast to get an idea what concept art is about -> http://fzdpodcast.com/2016/01/14/dcpodcast_ep1/
This doesn't mean there is no 3d concept art, but its completely different than you imagine the job to be. Go to the polycount wiki, get a better understanding of how the jobs are structured and what is expected. Then think about what role could fit for you. Jobs in smaller companies might be combinations of several disciplines, but the chances of doing what you wrote is extremely small. It goes against concept art - it has to be fast, with lots and lots of different designs and not an interactive show of a single asset.
An overview of the typical studio's needs for a game concept artist.
http://wiki.polycount.com/wiki/PortfolioContents#Concept_Artist
So is it probably a good idea to figure out what to do during the school years?
BTW, I noticed that Environmental Artist and Prop Artist are lumped up together in the wiki. Does that mean Character Artist and Prop Artist are totally separated job title?
Still you are paying for your education, so making the most of it would be quite good As I said take a look at polycounts wiki and understand what the roles at a games company are. Go to job boards and read the discriptions - all this will give you an impression what the jobs are about. Then you can go back to the curriculum and pick the courses that fit the job that you want to do. Though personally I think anyone going into games should have a solid basic foundation of all parts of the pipeline before picking a specialization.
The bigger the studio the more specalized jobs tend to be as nowadays things are getting more and more complex and also expectations for quality are rising.
With Modo/Maya I am trying to learn hard surface modeling also.
I am surprised that those two seem to be very separated fields... At this point I just want to learn modeling/sculpting with texturing. For 2 years, I might have some time to decide what to do. As for concept design, some production companies seem to have adapted 3D into their design pipeline. In case of...(gasp) ILM, 3D is an integral part of their pre-production design. Of course I shouldn't be aiming that high at this point.
Usually I heard that you should start with Maya first then go with Zbrush AFTER you get proficient with Maya. But some people seem to start straight into Zbrush. At this point I am practicing some rough blocking with Maya, studying basic functions. I used to study modeling with Modo but eventually migrated to Maya because Gnomon curriculum revolves around Maya. The UI is not as refined as Modo, but I am just starting with Maya so I might be able to adapt soon.
My portfolio is definitely lacking in vehicles and props, and I was planning to work on them for next few months. But I already have an appointment with an admission counselor...NEXT WEEK.