Hey guys, got a general question for you. This is more for the guys who have been through a few gigs or have been involved in the hiring process at their studios.
How important would you say it is for me as a potential hire to be familiar with a target studio's primary 3D package? In other words, I'm pretty much 3DS max exclusive at the moment but some of the studios I'm planning to apply to after building my portfolio for a couple more months are Maya centric. To make myself as attractive a hire as possible, should I try picking up Maya or just focus on cranking out the best work I can in 3DS MAX? I have a decently technical mind and can pick up new software fairly easily, but I don't know if learning Maya would be worth my time right now. What do you think?
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It really depends on the studio and how much time and effort they are willing to put into someone to get them up to speed. A mediocre artist might get passed over if they don't know the core software but a great artist might be given a little more wiggle room.
There is also the HR filter you might have to pass.
Either way I think it helps to know as much as you can about the given app they prefer when applying. I would definitely pick up Maya and crank out some models simulating a production like experience and add that to the list of software you can use. I've seen some people rate their experience on a scale so would-be employers know "this app is preferred but I have some experience with these".
I think getting to a point where you wouldn't be asking super-noob questions would be good. It kind of sucks learning new software, it would suck even more learning new software while starting a new job. Do yourself a favor and get the facepalm moments over and done with in the privacy of your own home =P
Get the basics down. I made the switch from Max to Maya at my current job and had to do it while learning everything else. It's not easy, especially when it comes to deadline time.
That being said, there's no better way to learn than to jump off the cliff and grow your wings on the way down.
In the end youre just moving verts around, the rest you can learn as you go.
At that point I think skill weighs in heavily. Skill translates from one app to another it just takes time, are they willing to put that time in? Is the skill worth it?
It's still a good strategy though.
If your art is good enough to surpass your technical skills, and depending on what position your applying for, you could easily just crank out an awesome portfolio and get the job.
Ehh, that's not really a workable long-term solution. Last gig I was at all the environment artists used Max and it was a problem when people tried using Maya then porting over, because of things like when another person on the team needs to make tweaks to the asset and they don't know the other app. Eventually it was decreed that all environment assets should be authored in Max just to cut down on headaches.
That way you can put on your resume that you are at least familiar with the app. It will help answer the lingering question: how much does this guy already know, and how much are we going to have to teach him?
With that information up front, they will feel more confident in hiring you or asking you for an interview because they know your not bias to one tool, and are capable of learning new ones.
Aside from the that, yeah just make kick ass art.
I don´t think companies are very strict about that whole 3d package requirement.
Stumbled on this thread and thought I'd link in case any lurkers are also considering picking up Maya: http://boards.polycount.net/showthread.php?t=41837
[cheese] My grandpa once told me he was starting a new job at a mine along with 6 other new guys. The boss lined them all up and asked if anyone knew how to control the carts. He said he did, and ended up just driving the boss around all day while the others broke their backs mining. Moral of the story is... lie a little but learn fast
Zack, There have been a few threads like that in the past some even more helpful than that. I'm not sure they can be found though... But when you get ready if you hit snags you can probably start your own.
Someone should write a guide for the wiki about switching back and forth.
Unlikely. This would either mean paying a huge tech team to support tools across many different packages, or a license for one package that every artist gets, then another license for each artist that wants to work in something specific.
Fuck that annoys the hell out of me. Reminds me of this douchebag on my team who has to interject and say how fucking awesome Houdini into any imaginable context. And how easy it is for him to make this awesome tool, and it will only take a couple days..... two months ago.... and it still sucks.
Long story short - learn the studio's package.
id say bollox to that unless its a technical art position, the art is important, i joined travellers tales having opened maya once or twice, and rockstar without opening max for about three years, they didnt care, in my experience your probably going to end up use alot of inhouse tools anyway...
Motion Builder, Maya, Max (and I think XSI?) all play really nicely with it. There also is a QuicktimeVR stand alone plug-in that lets you view FBX files and nav around inside the file and watch animations without having a 3D package installed.
So on a lot of entry level companies your probably more likely to find people looking for somebody who can seriously "hit the ground sprinting". Lots of companies (like this) will hire when they are most desperate and right before ship and in the middle of heavy crunch. I think MANY people on this board including myself can relate to getting a job (especially first job) to a hit-the-ground-sprinting-till-ship situation. You can bet you should know the package
But as time goes on this can become less of an issue as you grow as an artist. Your main focus should ALWAYS be on art and becoming a good artist. Then you will pull the attention of a more paced and solid developer who is willing ,for all your amazing art skills, allow you to learn the package more or less.. obviously you want to do whatever you can to kill any doubts they might have which does includes sofware packages. I mean it always helps .
But anyways i thought i would just throw that out there. From your end a company might look like they are just looking for somebody talented but what you dont see is a bunch of techy art people scrambling to find somebody who can help get the current game on hand done and out the door.
True dat
rv_el: Insightful stuff, thanks man. I'm hoping to land the latter kind of job: at an established studio where hiring is based more on overall talent and skill rather than immediate needs. I can take a pay-the-bills gig once my savings run out if I need to but I'm aiming high.
Unless.. All that can be done on the shared format.. So in other words. Any particular engine tweaks that need to be made or to be imported, are done on that shared file format itself. No worries about creating particular pipeline items for the 3d program. Just for the final shared format.
Quick example. How some engines are allowing direct importation of colladra files.
Vig, I thought FBX was owned by Autodesk? Thats why I think Colladra is more open.