Home General Discussion

Choosing a direction

After some thought, I've decided to go the movie route as far as my career ambitions. Granted I know one does not just walk into Morder/movie jobs so I was trying to figure out which direction I should start heading my portfolio.

Now, I'd imagine making animations and showing off the models would be the first step in the right direction, obviously. The models themselves is what I'm torn on. I know the ability to create low poly models is a good one to have and is well recieved, moreso than high poly as far as I can tell but please do correct me if I'm wrong. But since animations are pretty much about making things look smooth and believable, either realistic or cartoonish ala pixar, I was wondering if maybe I should just concentrate on making higher poly models to add to my portfolio and quit playing around with low polys so much.

Yes, I am able to do low polys already at the moment. Not as good as some, but better than others I'm sure. I just didn't know if I'm gearing my portfolio towards the film industry if it was worth the time at this point. Basically I find myself somewhat schizophrenic when I go to make new models and while I'm modeling, torn between making it one or the other. Adding some focus to my intent would probably allow me to get better at one or the other much factor and not leave me as a guy who is more or less mediocre at everything.

All advice is appreciated, as usual.

edit: To clarify I'd assume I'd be making the high poly models to be used on screen, and having an even higher poly for the normal maps.

Replies

  • danr
    Offline / Send Message
    danr interpolator
    first step would be to remember that they don't use normal maps in the movies ...
  • Daz
    Offline / Send Message
    Daz polycounter lvl 18
    "Now, I'd imagine making animations and showing off the models would be the first step in the right direction, obviously."

    Wrong, actually. Do you consider yourself a modeler? Don't put any animation in your reel.

    Here's some general advice:

    1) Be a shit hot modeler. And I mean really damn good. You've decided to step into an extremely competitive job market, where the general standard is high. Most film houses don't need to advertise jobs, since they generally operate on a 'hire per movie' basis and positions are filled via word of mouth quickly.
    2) Be detail oriented. I mean every rivet.
    3) Learn NURBS. It's still extremely commonplace even If only as a construction method and not final surface type.

    I interviewed at several different film/fx houses including Weta, Cinesite and PDI, and those were my take aways. In the end I decided I didn't want to start back at square one again (film studios tend to look down their noses at a games career) but If you're relatively young and have the skill and talent, go for it.
    You're probably better off posting on cgtalk for advice than a game Art board though.
  • Jeremy Lindstrom
    Offline / Send Message
    Jeremy Lindstrom polycounter lvl 18
    Movie productions also use Normal Mapping techniques, but the asset that they use the Normal Map on is typically a more detailed model than the one used in games.
  • danr
    Offline / Send Message
    danr interpolator
    dekard - i'm guessing you're talking about using normal maps as you'd use a bump map, for procedural textures? I really couldn't see the gain of baking texture detail from one asset to another ... except that the lesser detailed asset might be quicker and easier to rig?
  • thomasp
    Offline / Send Message
    thomasp hero character
    my impression is that it depends a lot on a per studio basis but some have switched to using displacements only for changing the silhouette and normal maps for creating the finer detail. probably to speed up renders/not break the renderer by overloading it with loads of highres displacement maps...?
    the real trick with movie gfx seem to be shaders, cloth, hair, dynamics anyway. my 2 pence.
  • Ephesians 2:8-9
    Valkier, If i may ask, is this carreer chioce an art preference style or money driven? If it's money driven, movies make much more. But, Movies are 90% almost always contract. Games are far more stable.
  • Valkier
    Sorry for my late response on this. Work and all. And I get the feeling some of you might consider me lazy and/or just looking for a handout of info of some sort. I assure you, neither is true. I am just notoriously bad at finding much of this info, either due to asking the wrong questions or simply having no idea where to start in general. I appreciate those of you who have come, in any of my threads, and pointed out things to me. I am actually a rather fast learner, but I need the info put in front of me at times.

    Anyways, the movie decision wasn't really based on any kind of monetary gain. Basically, it's just the form of art I feel I can best work in. I love doing detail work on my models. I spend hours and hours nitpicking my own work, building it up, then tearing it back down to do it again for better results with what I learned. I also like telling stories with any characters I create and sketching environments for them and the like. It's fun to me. It makes me fulfilled doing so.

    So no. This isn't anything about setting myself up for fame and money and whatever else might come along with that industry. It's just what would make me happiest. Right now I have done a couple things commercially, such as making an animated logo for one companies website and storyboarding for a security company commercial. It was a great experience and I hope to continue doing that as I build my skills up. Movies are just where I'd like to end up after I have some more experience under my belt.
Sign In or Register to comment.