Hello all, and what a fantastic community.
Not sure if this sorta post is allowed (the noob-ian variety), but I was wondering if it was possible to get some feedback on how to start out, say... in relating to the gaming industry positions, the more art-based positions (environmental artists, character animators etc.) which will require a good amount of techy knowledge too.
So, to the point: what applications are vital, which dev. kits are recommended, anywhere in which to find a tut or two on some necessary skill or general knowledge? ANYTHING is useful that has helped you.
My position is such that I'm completely self-taught so far, Google is my friend etc. and I've got XP in 3ds-Max, Maya, Unity, Unreal DK betas, and even photoshop for texturing sometimes (as well as programming knowledge in C# and Java, and a tiny bit of assembly). I'm starting at uni next week for a 4-year compu sci course and I want to really step-up/ get stuck into -what I guess is my passion- and make something professional out of it, and get up to the standard of some people I see posting around these forums and on.
Apologies if this type of post is too common, new to Polycount
Replies
From your post count I assume that you never posted any of your work here so, do that here in pimp and preview section and have it judged. the critics on your work will help you fine tune your work, work flows and all.
Once you are at the level of providing a selling art (that is, if you post something in pimp and preview and people would just drop by and say "OMY GOD THIS ART IS AWESOME",) than you need to create a portfolio of your work.
Most of all, Welcome to Polycount, here you will find the critics, commenters and knowledge required for your game dev art's needs.
XNA and Java are two wonderful places to start programming.
Unity and Unreal are great places to test out your art, make something interactive for your portfolio and learn scripting (among other great things)
Any 3D program is a great place to start art wise, but Max and Maya are really good to know
What kind of program is the bachelors? Does it take you through anything games related? it doesn't necessarily have to, but it certainly makes it more fun.
From experience and summed down for you:
1:
Work on your art skills, post stuff here if you need crit and help, people on polycount are very good at giving constructive critisism that will help you understand your stengths and weaknesses. Your most important asset of landing a job if you dont have prior experience in the industry is your actual skill as an artists.
2: As long as you create good art, any application will do. Any job you might land will most likely teach you any inhouse tool and/or other 3D packages if you dont get the program you are used to.
3. Your portfolio should be geard towards what you want to apply for, be it character artist, environment artist and what not. This can vary according to studio, some want generalists and some want specialists. If unsure when applying, just ask, and post your portfolio on polycount, you will get some good pointers on what is good and bad with it.
Just ask people here for tips and tricks, thats the beauty of this place!
wait..how did that go again?:poly141:
I think it's if you don't not post penises
I had the understanding that the penises were including of, but not exclusive to, the supplement of tank treads.