Hello polycount community, I have some questions for any 3d environment artists and concept artists out there.
I'm interested in working as a 3d environment artist in the video game industry, also interested in concept design and how that translates over to an environment and all the assets that make up that environment.
Considering the vast amount of resources online these days I'm a bit unsure of where my time and money would be best spent in learning this specific field and my aim here is to narrow down my options to create a clearer path to help me focus on developing the skills necessary to work in this industry and develop a laser focused portfolio tailored to the game studios I would like to work for so i have a better chance of starting my career.
I've studied 3d environment modeling for about 3 months at FuturePoly under Jason Stokes (lead environment artist for Guild Wars). Was a great experience, opened my eyes to game dev and it's where i realized what i wanted to do for a career. However that school is no longer around and I want to continue to learn and develop my portfolio to a professional level.
For those of you working in the industry, where would you recommend learning online? If you had to do your education over again knowing what you know now what would you do?
The studios I would most like to work for are Valve, Bungie and Blizzard. To help narrow down the art style and skill level i'm aiming for.
Any advice or insights into this would be very appreciated and helpful.
Thanks.
Replies
Pluralsight
Polycount
And work on a game. I.e. Volunteer for a team
The trick is to really look at the classes being offered and make sure they are what you want to focus on. They're hard work, but you do get weekly feedback from the techer and i've found my fellow students to be equally driven and helpful.
Not sure about this online provider but at a glance seems legit so possibly requires own further validation/research, if you're interested.
Game Institute:
Bring your game ideas to life with a huge collection of hands-on instructional videos that teach art and animation techniques for games. Although targeted at artists, it is also great for programmers who want to better understand the asset pipeline.
GAME DEVELOPMENT (STEP-BY-STEP)Our incredibly detailed video tutorials will teach you how to bring together graphics, audio, music, physics, and input to make your own custom commercial-quality games. If you're interested in seeing how games are made, there is no better way!
VIDEO GAME PROGRAMMINGYou'll get some of the most comprehensive game programming instruction available anywhere on the planet. Designed by accomplished authors and experienced industry veterans, you really can't find a more effective way to learn how to program games.
CERTIFICATION PROGRAMSThanks.
http://wiki.polycount.com/wiki/Tutorials
http://drawabox.com/
https:// www.gameartinstitute.com/
https://www.schoolism.com/school.php
http://www.scott-eaton.com/anatomy-for-artists-online-course
https://www.ctrlpaint.com/
https://www.uartsy.com/
http://www.mold3dacademy.com/all-classes.html
http://www.zbrushworkshops.com/
https://www.thegnomonworkshop.com/
https://www.learnsquared.com/
http://cgmasteracademy.com/
Some Youtube channels that have valuable stuff
https://www.youtube.com/user/FZDSCHOOL/videos
https://www.youtube.com/user/ProkoTV/videos
https://www.youtube.com/user/revolutions34/videos
https://www.youtube.com/channel/UCI8GDFj5BQCQrSHITFebzkA/videos
https://www.youtube.com/user/sinixdesign/videos
Have fun!
Oh!...in addition, another excellent online tutorial library is Gumroad:
http://polycount.com/discussion/137585/gumroad-tutorials-list
Plus if you've thoughts about a future specialisation somewhere down the track, then accordingly as a 3D Hardsurface Modeller myself I'll shamelessly plug Tor Frick's extremely useful GM channel especially for this discipline.
https://gumroad.com/snefer#
http://www.evenant.com/design/
The page has been incredibly helpful since it covers processes and techniques with cool video tutorials and articles on business and productivity.
Just my absolute personal opinion here coupled with bias instilled from my old mentor: if you opt to use their brush pack, use the basic and textured brushes and not the extras bundled with it like rock or foliage. It is much better to use those down the line to save time when you can render that kind of stuff on your own but not right now.
You seem to have a thing for some of that good old mechanical stuff aswell. If you want to delve deeper into that stuff may I suggest getting Scott Robertson's How to Draw Everything and couple that with drawabox.com like @Alemja suggested.
This is a pretty good course you can consider.
All the best.