Hello,sorry for the large amount of text to come,
I am Tommy, 25 and from England, I have recently realized that 3D modelling for games for a career is a future I want and can see myself being happy to do for the rest of my life.
I am very creative and great with my hands, constantly making models and painting them, making scenery and such in real life, when playing various games and have the option to create something I tend to excel at that and put a lot of effort and basically life into that project during the time I am doing it, got a good eye for detail and so on, however my computer skills are basically just above average, so I have the eye for this and the love for it but I lack a lot of basic skills I think you need for it.
I have been using Zbrush and enjoying it a lot, brand new to it still but able to make some nice things with the few brushes/tools I know how to use.
Today I found out about dividing in zbrush and now am able to do even more, which is great and very enjoyable.
I have worked in care in the past but past few years I have and am working in security, so my past jobs as well as education have not been related to art/3D modelling in anyway, which I fear will cause problems down the line.
My plan is to spend the next 2 years working with zbrush, then texturing and then maya, ideally working for free doing freelance work to build up a portfolio.
Thankfully my job has me being sent to various sites that are not that heavy, so I can practice zbrush and other programs/generally studying at work.
This year has been the worst of my life sadly and really made me think about the future, I have spent a lot of time looking for other lines of work as my current job doesn't pay well and is long hours, no way to advance and you are not in anyway valued, but I believe having a 3D modelling job would be something I could enjoy, it pays more than I would ever think I am worth but also isn't 12-15 hour shifts and you would be valued?(I am guessing, feel free to correct me if I am wrong).
My questions are:
Main thing to remember when trying to get this as a career in your opinion?
Do you need education and if so, in what form? I don't really have the time to go to college/uni due to already working most nights on long hours, I could do it but it would be a struggle to do for 3+ years.
Would you just as easy get a job if you could show that you have the skill as much as if you had went to college/uni?
What are the standard pro programs that would be wanted? so far I have been told Maya, Zbrush and Substance Painter?
How much of getting a job in 3D modelling has to do with your skill and how much has to do with your relationship with others in work and how you follow their instructions?
Typical day in the life of a 3d modeller (for games) at work?
Real requirements for a 3D modeller to get the job?(instead of what is advertised on a job)
How common are apprenticeships in 3D modelling and how do they even work when you are at work?
Hopefully this all makes sense and such, if not, please just ask me to type it out in a different way
Thank you.
Replies
There is a lot of ressources online, enough for someone to get good.
What you said about a typical day sounds about right, but I mean literally start to finish on a day/week while working on games, my idea would be, your company would have some game to make, you being the modeller, get given a rough idea of what they want, say for example, some armour made for a game set in anicent rome, so you go look up what that would look like, start making it then once it half way done, show it to your project manager?(lead dev?) if what you have done so far is fine then you finish it and move on to the next thing you have to do?
That is what I am guessing anyway, not too much direction, just a rough idea or concept art then left to work on it?
50/50 you said about work relationships and actual skill, any ideas other than actual internships/apprenticeships to help with the proof of experience with deadlines/office relationships etc?
Again, thanks or the reply, really insightful.
That is what I am guessing anyway, not too much direction, just a rough idea or concept art then left to work on it?
I just looked at a few job description for modelling and they describe really well what's needed otherwise. So it doesn't really compare to the long list you are talking about with security jobs.
Side note, just spent 3 hours with the police after a guy who was covered in blood from some other fight was threatened to hit me with a scaffold pole, that 3D modelling career can't come soon enough
Any other steaming questions? I think admittedly Felixenfeu hit most of the notes.
However a couple of things I forgot to ask was about texturing and hard that is? doing the models seems easy but adding colour and basically doing a 3D painting depending on how realistic the model is seems like it would be hard?
Also in general when you are employed as a 3D modeller, would you be expected to do the rigging? and if so how much programming does that involve?
And how much programming if any would be involved in the job? or would you literally just be expected to do a 3D model with texture?
Lastly, anything you can think of to say that I haven't asked but might of over looked? really want to get a 2-3 year plan down, got a plan coming along but just want to really stick to it and work out what to focus training on and later on to focus on networking/meeting the couple of studios in my area.
3D modelers may be expected to rig in certain studios, but for both your manager and you, it'll be more helpful to say you can or cannot rig. Or at least open to learning how to rig.
Rigging isn't programming so much as it is learning how script logic works in regards to 3D animation. It's a different kind of hard, not learn C# hard. But still require you to have some understanding of rigging's logic.
Not much programming needs to be involved, but is appreciated. I'd really call it technical knowledge that you need to get a handle on. Why grouping things a certain way nets X result. Or why these faces are Z-fighting? The next immediate step is tech art, but that's already an odd hybrid of programming capability, technical knowledge, AND artistic skill. Tech art includes shader creation, VFX generation, linking together animations, figuring out how an ability should trigger and how much of it needs to emit, etc. Just think of tech art generally as "art implemented" instead of "art created."
Good employers will usually be explicit about responsibilities, and you have the opportunity and responsibility as well to express what you can or cannot do.
I would like to emphasize you can still make games as a complete newb. Either contribute to a team or make your own small one.
As an example, we had a lot of student work from outside USC as art team members on The Maestros.
TropicalTommy said:
...I have and am working in security...
Yeah get all that.
Been on the job for 9mths, though at times to be fair I'd found can be rewarding but overall really long crazy hours for not much compensation at the end of the day, considering the potential risks involved. So IMHO it's an industry as with most 'service' based businesses for that matter, are typically undervalued by the general public.
Anyways back on topic, from a self taught perspective there's a wealth of instructional material online, just depends on where you look in terms of quality. Two reliable resource libraries I've referenced over the years, Digital Tutors and Gnomon Workshop nine times outta ten tend to deliver positive outcomes when certain bottlenecks had cropped up. Actually one such DTs 40hr+ tutorial set I think especially relevant too your above surfacing query outlines several disciplines when generating 3D content:
Thanks for the link, will sign up to that at some point and watch those, getting piled up with material for learning, which feels like like a lot but overall is good of course, plenty of time to study these all.
So again thanks.