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Bit of an odd thing to ask, I know...

Greetings, all. Some of you will remember me as AxeL from days gone past, but theres a lot of new faces that I don't recognise, so, basically, 'Hi, I'm a born-again-noob' :).

Basically, I used to be really into the whole videogame art thing, a long while back, and mostly focussed on skins and textures and all that for the old Quake games, just as a hobby. I had no real aspirations for doing it for a living, and when I discovered music and recording I pushed myself in that direction, putting my time and energy into learning that craft, and am currently studying sound engineering and production at Degree level. However, due to a rather nasty tumorous growth in my left ear, I went half deaf, and despite reconstruction to fix the bones that had been eaten away (resulting in a slight improvement), a year or so later it's come back, meaning that I may (or may not, as it may be) permanently lose all hearing in that ear.

Thinking about this got me wondering about what else I might do if I decide not to pursue production much further (after all, the only half deaf record producer I've ever heard of is Brian Wilson, and I'm no Brian Wilson :) ), and I remembered that back in the day I really enjoyed making skins and general game art, and it might be worth me putting some more time into it and learning it as a craft, as an extra string to my bow as it were, should I have to change career direction.

Bringing me to this: It's all changed! I don't understand any of this stuff, normal mapping and bump mapping and all this. When I last paid any attention, 1000 polys for a character was a little on the large side. Now, of course, things are different, but I don't have the first idea where to start again.

Is it worth pursuing a Diploma course or suchlike after I finish my current degree, or are they not generally considered to be worth the time/money? If they are, which ones in the UK should I look at? Should I invest in 3D software and learn modelling/animation or is there still any form of career in texturing or concept design alone?

Sorry for the long winded post, I should stop now :).

Replies

  • RustyFranks
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    RustyFranks polycounter lvl 17
    welcome back, i remember you though i never posted before. i wish i could offer some answers but alas, i'm in the same position lol. good luck though :poly105:
  • Michael Knubben
    These courses in general don't teach you much besides the base technical part of the job, and even then you'll likely come out of them terribly unprepared, unless you spent a lot of time --outside of school-- working on your stuff. The point being that, unless you feel you won't make it without that school-environment to help you get started, you're better off keeping that money and just focusing on teaching yourself. That's just my opinion, though, and I've heard people be very content with their art-education, although it's a rare occurance.
  • Swizzle
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    Swizzle polycounter lvl 16
    MightyPea wrote: »
    These courses in general don't teach you much besides the base technical part of the job, and even then you'll likely come out of them terribly unprepared, unless you spent a lot of time --outside of school-- working on your stuff.
    This is what I've read repeatedly from many, many people online and it's been my own experience as well.
  • Steviant
    Mike: Yeah, the odd thing is that it's kinda similar with ACM. Sometimes its great, a lot of the time its just repetitive bullshit. Ah well, looks like spending more time with the Wacom :).
  • Mil0
    MightyPea wrote: »
    These courses in general don't teach you much besides the base technical part of the job, and even then you'll likely come out of them terribly unprepared, unless you spent a lot of time --outside of school-- working on your stuff.

    This has been my exact experience. Don't get me wrong though, it was incredibly helpful to have access to the tools necessary, as well as have someone with experience show me the basics. But, if you want a job at the end you are going to need to do the majority of your research and work outside those courses.

    I would say you and you alone will have to decide if the courses are necessary. But if you feel that you can learn the programs on your own, I would do that. You are already posting in just about the best resource I have found. These here polycounters know the secrets, and are more than willing to pass along their advice. The day I am hired I will be posting my thank-you here.

    And above all good luck to you.
  • John Warner
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    John Warner polycounter lvl 18
    in my opinion, the technical side of things doesn't take that long to learn. once you know the type of mesh density and texture sizes that are reasonable for a real-time game asset these days, and you wrap your head around what a spec map, gloss map, and normal map does, it's really just a matter of art. it's getting to the point where we're not that limited by the technology anymore, as long as you understand the technology enough to be creative.

    my vote says don't stress about the technical B.S and just get your fundamental art skills down. time and again, the important skill sets that i see in people who make beautiful work have to do with being passionate about what they're doing, as well as a good sense of appeal. i do know artists who are overly technically oriented and are still kinda nerding out about the whole "i make three-dee" thing, and as a generalization, their art usually suffers.

    on another note, it pains me a great deal to hear about your tragedy.. and, as i'm sure that the mr-positive we all have in our lives informs you, Beethoven was stone-fucking-deaf.
  • PolyHertz
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    PolyHertz polycount lvl 666
    Their seem to be a handful of good schools for learning game and cinematic art these days if you decide to take that rout. Here's 4 off the top of my head:

    Vancouver Film School (VFS)
    Think Tank (http://www.thinktanktrainingcentre.com/)
    Animationmentor.com (an online only animation school)
    GNOMON

    Also, stay away from the Art Institutes, they're little more then money pits from my (and just about everyone else I've spoke to thats gone to them) experience.
  • Ninjas
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    Ninjas polycounter lvl 18
    Welcome back AxeL. I'm sorry about your bad luck. On the other hand, I think games are a great career choice right now.

    It took me about 3 years to get totally up to speed, but that was teaching myself everything, and learning a lot more than just 3D modeling. And I have seen a lot of people with terrible portfolios get work anyway-- getting paid less, but learning on the job.

    There is still a place for a person who specializes in low poly, working on PSP, DS and now iPhone. Although you have to be pretty awesome to get that work.
  • Michael Knubben
    On the other hand, stereo is just a passing fad anyway, right?
  • easterislandnick
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    easterislandnick polycounter lvl 17
    Hi Dude, If your in the UK then Jagex.com is always looking for low poly modelers. If not check out training courses at www.escapestudios.com, I hear their very good and based in the UK.
  • Michael Knubben
    Yeah, Jagex. I wouldn't bother, personally, unless you can personally vouch for the fact they're looking for junior artists, and that they won't just 'assume' you're going for a senior position and shoot you down.

    Also, am I wrong in assuming they just hire graduates and various other un-experienced people for some six months and then dump them before the next shipment comes in?
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