Hello all, I'm new here, hows everyone doing? Anyways, I've been modeling for about a year now and I'm trying to take myself to a professional level. Specifically in creating environments/weapons/vehicles for video games. I work full time and I do this in my spare time before work. However, this is something I really enjoy and am very passionate about. Does anyone have any advice on whether or not it is worth it to go to college for this? Is it better to keep teaching myself? Are there better opportunities for those with degrees? Am I wasting my time trying to bring myself to a professional level? I feel like I'm progressing but its taking a lot longer than I would like, I'm also not too sure I'm learning everything I need to learn that's related to game design (I learn a lot from YouTube and Udemy however sometimes the videos are for architectural renders and such which apply (I think, I could be wrong) different methods). I feel like there are a lot of gaps in my current working knowledge, I've been trying to plug those holes but when I do another one pops up. I really love modeling, and will continue to do so ad infinitum. I want to work my way towards a job in this field; the road is long and arduous any and all advice would help me see a distant light at the end of my very long, and extremely dark tunnel. If there is anyone who has been through these same trials and tribulations and has any advice to offer I would really, really appreciate it.
I searched for rules on the forums, and for some reason I could not find any, so if external links are not allowed I sincerely apologize, but here is a link to my current "portfolio" and what I've accomplished in a year, its not much, its really sparse, but I'm banging my head against a brick wall in terms of trying to figure out what I should do.
https://mylestaft.crevado.com/Sincerely,
That One Guy Over There
Replies
Some wisdom....
1. You need to actually look at your reference and understand why things look the way they do. Every mark has a reason for being there and every object has a history. This is why real world references are good and refetences from games and film are bad. It's also why just slapping a procedural dirt generator on something looks at least 25% shit.
2. Pick small tasks and finish them - even if it's not going well you need to power through to the end and get yourself a fully textured and rendered asset. You learn more from a finished asset than you will from anything else
Thats one thing I try to be careful about, the more recent images I have on my "portfolio" (if it can be called that) were of a project that was going to be a cyberpunk black market/backroom surgical unit/augmentation repossession. However, I am not very skilled so doing stuff that I don't have an active reference for was too difficult. I tried to create concept art for it but as you can all see on my portfolio, I'm not too great at 2D art haha. So at the moment I'm creating a cell from alcatraz, perhaps a whole block, since all the cells are the same. I tend to choose projects that are over ambitious and thats one of my downfalls. Thank you a lot for the advice, I will try to do better to keep that in mind. I'm also very critical of my work, so when something doesnt go my way for more than a few hours I have a tendency to give up instead of trying twice as hard to make it work, or even remaking whatever it
@Alemja
I'm from the US, I've thought long and hard about the cost vs reward of going to college, my general opinion is I might have better luck on my own since the first time I went to college didnt pan out and I'm still paying off those debts. Thank you a lot for the links, I will be sure to check those out. Like I said above my primary worry is that I will not learn everything I need to know in terms of vital things that I should know.
Thanks for the inspiration though, I just need to keep plugging away at it, I will be posting WIP's on here at some point soon (perhaps tomorrow) when I get it to a somewhat acceptable state. Thanks for the good wishes and all the advice
@Two Listen
I'm going to have to read through that wiki, seems like a lot of good information is stockpiled their. Thank you for the critical advice on my portfolio, I will get rid of the 2D art works, I was trying to show a mild variation in terms of talent, but 2D art is not where my talent resides sadly.
@BIGTIMEMASTER
I'll have to look into that, currently I work as a cook at applebees, 4pm-1am Friday-Tuesday. Its a job, it pays my bills, but its a lot of work. But as I said I will have to look into that since its a possibility for me.
Thanks to everyone for replying, its made me feel considerably better about my situation, I need to finish projects, keep experimenting and trying new things as well. I cannot thank everyone enough, thank you all.
I also had many, many overly ambitious attempts when I was learning. They're really a punch to the gut but you have to step back and see why you can't do a particular scene. Tackle each problem one by one and also keep scaling down until you are at a comfortable project, even if it's a simple garbage can. After a year into my self teaching, I realised I couldn't even make a high quality garbage can. I accepted that and worked on a garbage can until it looked like it could be in a shipped game. And in the end, it was sort of a spring board because I learned what it took to make a high quality asset and the next year, I progressed dramatically.
For your folio, you need to texture your stuff, and then present it in a real time engine such as Unreal, Unity or at least Marmoset Toolbag.
Hope this steers you in the right direction!
Same here but for me it took 7 years to get to a decent level. I nopened Max the first time in 1999.
There was a lot of back and forth and a sprint at the last year.
Take your time and dont get frustrated if you cant make it in one year.