Hi everyone,
I'm planning on applying to college this November to study game design (or similar courses.) In many cases I have been asked to produce a portfolio, and rather than show a bunch of schizophrenic drawing, 3D models and writing pieces I have decided to go through the 3D modeling pipeline, building a low poly rifle model, creating my UV, normal and texture maps and finishing off a high poly in Mudbox to bake over the low poly. Only 1 problem...
I've never done 3D modeling before.
Oh sure, I've done the dumpster that every beginner modeler is told to do, but I've never done something so advanced, nor have I had so little time to complete it. Which is why I'm turning to the Polycount community for help.
Unfortunately I can't seem to upload images of the model, so if anyone is interested in helping me please respond on this post and I will send you a private message with my e-mail address that way I can send the WIP maya file to you.
Hope people are willing to help!
EDIT:
Alright everyone, this is where I am right now and this is probably where I'm stopping on this project. Since I know next to nothing about modeling I'm going to include this in my portfolio as an experimental piece, and start working on more basic models so that I can actually pull off UV, normal and texture maps for them. Doing those for the assault rifle is way beyond my capabilities right now. Anyway, thanks for the info, it'll be helpful in focusing my research into the field, and here's the final high-poly render:
Cheers.
Replies
If you want to learn how to design games that people can play, then you don't need to go to a game school, you need to go to school and dabble in everything from literature to science. Learn mythology, psychology, history, politics, etc. While you're taking those, make board games or use tools like game maker or Unity and UDK. Use what you have available to you and make a game out of it. That's what a game designer does. You could even create your own fantasy card game with nothing but Gimp and card stock. You would learn the importance of balance, chance, skill, and rules. Make a text based RPG to learn how to create good story elements. Pick a game and analyze how it plays, learn its behavior. Oh, and visit sites like gamecareerguide.com, there's lots of good information for budding designers.
If you're going for art, go get an art degree or take some art classes.
I'd be wary about these game schools. I attended one and even though I left before I finished (I had 128 of 180 credits complete) I found myself woefully inadequate to jump into the search for a job in the industry. They ask for a lot of money and they don't care where you get it nor how or if you can even pay it back. Examine the curriculum closely and make certain that it teaches exactly what you want to learn.
My focus in the industry would be artistic design (in all areas including writing, concept art, 3D modeling, animation) and the actual design position working as the liaison between the artistic and programming departments. My programming right now is a bit sketchy--some basic Python and C++ stuff, nothing nearly advanced enough to start making games with.
Hope this helps!
What you're describing sounds like an art lead rather than a game designer. I'm an amateur myself, but what you're looking to do seems infeasible. Designers don't often do art. That's what art leads do with the art team. Art leads also communicate with the programmers to get the right engine features for their assets. Game designers are the guys that put numbers into spreadsheets and test out game mechanics. They write game design documents and communicate with the art and programming leads. The producers set goals and deadlines that the designers try to schedule milestones for. That's a designer's job.
You're mixing a lot of jobs in to one. If you want to do art, then be an artist. Learn a 3D package (Max, Maya, XSI), Photoshop, drawing, color theory, composition, and art history.
If you want to be a designer, go read a lot of literature and human culture, learn spreadsheets, make lots of table top games, and get some programming logic under your belt (designers typical do scripting more than programming). Some spatial design knowledge would be good if you want to be a level designer. Oh, and become the world's greatest researcher. When you are a designer, you're going to be researching the hell out of your subject matter for the game.
Unfortunately you're going to have to narrow it down. Here's some articles I dug up a while ago.
Types of DESIGN jobs in the industry: http://www.gamecareerguide.com/features/483/types_of_game_.php?page=1
As graphics have gotten more uber and complex the ART roles in the industry for the most part have branched off into specializations. A list off the top of my head is:
Art Director/Lead Artist - The person who manages the art team and makes sure that the visual feel of the game remains consistent and on point. She/He coordinates between the art team and Game Designers. http://www.skillset.org/games/careers/article_4734_1.asp
Concept Artist - These are the people who generate 2D art for the use of visual communication to the game artists. They also make model sheets for characters, weapons, environment assets, etc.
Environment Artist - They model the environment assets and handle things such as terrain, buildings, props such as crates and barrels (haha), vehicles, trees, rocks, bridges, statues, etc etc. In most cases they also texture the assets but there is such a thing as a Texture/Material Artist as well whose main job is to create the textures.
Character/Creature Artist - Main job is to model and texture the characters in the game, and things like their weapons/armor. Depending on the game, also creates monsters and animals and whatnot.
Rigger/Animator - Riggers set up the models to be animated which is a very technical process, and the animators, well, animate. They do things like run cycles, attack moves, idle animations, jumps, etc. They can also animate objects like vehicles.
FX Artist - Creates particle effects such as spells, rain, fog, explosions, waterfalls, smoke, etc.
Lighting Person Thingy - I don't know what it's called but they set up complex lighting scenarios and effects.
UI Artist - Makes the menus and user interface that you see on the screen, like health bars and ammo count and maps and stuff.
That's all I can think of, I'm probably forgetting a few. So you see there's a lot of options out there, but it's just not possible to be a designer/programmer/artist/writer super game person. You'll need to figure out what you're most passionate about and pursue that particular aspect.
I'd abandon the rifle model for now until you figure out if you even want to go that route. :}
If its anything like my course it may be entitled 'game design' but it covers everything from design documents to modelling and animation.
@Justin_Meisse: Even though the courses tend to be called Game design they run the gamut from programming languages to digital art. However, in many cases you are expected to either minor or dual major in another key area to specialize (such as writing, fine art, etc.) See Skillmister's response for proof.
@Sybrix: See my response to greevar, I'm doing mostly prop work now but I'd like to get into character design once my skills increase.
Meanwhile, I finally got those renders up. Hopefully they're high enough quality (been having some trouble getting them to look good, Maya's rendering settings do confuse me a bit.)
As for a poly count, it's sitting at around 3300 tris.
A creative director is a design role, that comes from a design or programming background. Obviously its not a job you get right away, but if that's your ultimate goal, you probably want to focus WAY more on the design side of things, rather than modeling, texturing, etc, and follow greevar's advice.
Yeah a lot of courses around the UK often dump a whole bunch of stuff into "design" and it essentially covers everything. The good ones then lets the student really focus in final year.
That's actually not far off what someone from the year above me (who recently graduated) has made. Similar design and definitely same level of competence.
(That wasn't to say you're amazingly awesome.)
(Which isn't to say you're not doing well.)
(This hole feels deep now.)
As for the weapon, you're off to a good start but it sounds like they're looking for a portfolio and you've decided to use that time to make a weapon? One piece does not a portfolio make...
Also weapons can be incredibly complex things to make, especially if you're going to create a high poly model that is going to bake well, there is a lot of hard surface and high poly modeling that you need to get right. Mudbox isn't going to do that for you.
I think you're biting off more than you can chew and you would be better served if you did several smaller projects that require a lot less work but achieve the same goal.
Some suggestions:
- Sci-Fi wall panel.
You get to use some of the same techniques you would use on the gun but its not as complex, it is easier to unwrap and bake.
- Industrial equipment like a AC unit or a Generator or maybe some old mining equipment if you're up for a bit of a challenge.
Something with enough interesting details that it can be made easily but nothing crazy or complex.
- Interesting lamps, tables and chairs can be great.
Such a wide variety to suit anyone's tastes. These can normally be knocked out in a day or two.
- guard tower, water tower, silo or another silo
- bunker entrance
Simple stuff, nothing too complex and all things you can crank out in a short amount of time.
You can get as deep into the traditional arts as you like and build up a really solid foundation, and then you can jump into the game design courses and get into high poly modeling & level design very quickly. Most of the teachers really know their stuff too, very professional minus a few bad eggs in the Game Design department specifically.
The biggest drawback of AAU, particularly in their game design classes is that the teacher selection is about 50% talented experienced professionals and 50% incompetents who couldn't find work elsewhere... So it's really important to talk with other students who've taken classes with the teachers to know who's good and who isn't. As long as you stick with the good ones you'll learn a ton and feel like you got what you paid for.
Another drawback of AAU is the cost. It's expensive, but I feel overall that it is money well spent. I've seen people, myself included get some great starting opportunities created by some of our teachers who wanted to reward the more hard working students.
One of my friends is even doing an internship with Massive Black right now and he still has a couple semesters before he graduates, thanks to the fact that one of our teachers actually works for them.
But that's just an FYI. I know some people here on polycount are sort of against for profit schools in relation to game design in general. I've had a positive experience with the school I'm at and I've seen friends who graduate go on to get relevant work so that seems like a good sign to me.
*shrug* Food for thought anyway.
I second Dygert's suggestion to start with modeling simpler things to learn the basics and workflow of the program. A gun is a little too much to be jumping right into. They're deceptively complicated little bastards. How about the obligatory crate and barrel?
Good luck with the school hunt.
Oh and I wanted to add, I know there are many schools who do accept students without an extensive collection of polished 3D works. You're going there to learn how to create kickass portfolio pieces from the ground up in the first place, right? Most kids in the first semester of my program didn't know any 3D software or what a normal map even was. You should see some of the stuff those same kids are cranking out now.
A detailed high poly model baked to a low poly with all the bells and whistles is somewhat advanced stuff. Unless it's specified in the submission guidelines I wouldn't even worry about rushing into something so daunting just yet.
Your chances of employment, and gain of applicable skill and knowledge will be much larger if you go through a traditional arts or programming course and tailor your personal projects to game related themes.
That being said, here's what the rifle actually looks like (as opposed to those blurry pics I posted before):
Personally, the overall shape looks a bit warped, but I'm proud of how the silhouette looks considering that I designed the entire thing myself. Hope you guys like it too.
BTW, this is about 58000 tris.
Wait, this happens? I've never heard of this, nor have I ever been asked to do one when applying for design positions. They are of course the most nebulous and difficult to plot career path in the industry though.
jokes aside, i think it's looking kinda hefty on the width side of things.
just like art, the test usually comes after a positive phone interview.
hope this helps.
Apparently I don't know when enough is enough. Made it thinner like you guys suggested, hopefully this looks better.
EDIT: Total tris at this point: 125080 on the dot.
In any case, Good luck.