I'm not sure that this is in the right place, but here goes anyway!
I'm going through a big learning phase at the moment and theres no better way to really make that learning stick, than to pass on that knowledge. So in a couple of months time, I'm thinking of doing a trial run of a course that I've put together.
I'm looking for a VERY small group of people to participate (3-5 people)
In shortform:
1) I'll help you build and then present a female game character in 3d from start to finish.
2) Share my workflow / tips and tricks with you.
3) Provide personal critiques of your female character throughout each phase of development.
4) I will do the course, alongside you.
It will be 100% free. You don't need to pay me or anyone anything. Theres no catch, honest.
Expect the course to take roughly 2 months. Ill update this post with the actual start date soon!
It will start sometime in April - no it wont be an april fools joke!
CUTOFF DATE TO APPLY IS 22nd of February. Successful applicants will be notified on the 25th of February.
Although it will not be a fulltime thing, If you're selected I hope you would treat it seriously, even though its free, I'll be devoting my time to help get your girl looking amazing! This is really important for me too!
So if this sounds like something you'd be interested in, pm me and:
1) Show me your folio.
2) Explain to me why I should choose you to take part
The one vital ingrediant is that you need to be fairly competant with 3D character art already, the course is not suitable for beginners sorry about that! You need to be familiar with putting a character through an entire pipeline, from 2d concept to final presentation shot.
As for software, your able to use whatever you're comfortable with as very little of the course will be software specific.
I may do more depending on how successfull this trial is, and don't hate me if I dont choose you!
Lets make awesome girls together
P.S If theres any q's drop them in here too!
Replies
Thanks!
^_^
Are you thinking of doing like a full-on 3d character? Or like a zBrush sculpt or what?
id love to see some documentation too for those of us who don't make it into the lucky few
YES.
Polycount amazes me sometimes; some of the folks here are willing to really give.
Wish I was qualified to apply for the workshop, but, it'll be very wonderful just to see people post their results (and, perhaps, their progress?)
One question, why female? I know you like to model females more, so I suppose some of your workflow is better suited to women, so... I guess I answered my own question. I guess I was just hoping you would put them all together into a big scene, playing volleyball, or bathing each other or something.
/Joking
Anyway, really, this is super cool of you. Very inspirational.
Might I recommend using QQ chat? You can create a discussion group where everyone can post their images in the chat thread. They can just do screen grabs right into the chat thread its SUPER helpful for fast crits instead of a forum where you have to save out the image then upload it, sign in bla blah.
Perhaps, make a dropbox folder where the artists can dump their work for more in depth crits?
I'd just love to spectate since I don't have the time.
Thanks!
B
Maybe I can help you with documentation.
If you don't decide to use me though, I would also love to spectate.
I'll update the first post with a few more details shortly.
I would like to document the creation, I'll do my best with this!
It wouldnt start until at least April - so some time around there ( dates forthcoming )
Alemja: I think it will take roughly 2 months spare time. It wouldnt be a full time course, and I dont have a hell of a lot of spare time myself hence the reason for the small group heh.
Jacque: Yeah man around april sometime!
Bigjohn: Yup full 3d character
Joopson: Haha maybe the girls could be posed to form the word 'google' and see if we can get google to make it the search engine pic for a day! ( hey gotta dream big right! ) But really, this course will personally help me along with what im working on at the moment, I decided I may as well go through the process with a couple of other people too - to help solidify what I'm learning.
Parnell: Thanks for the headsup on QQ and the good ideas man I'll check it all out!
SkankerZero: Thanks man I may just take you up on that!!!
OrganizedChaos: I would like to keep the critique sessions one on one at first for the person, after that it could be totally public, the whole critique, sculpt, paintover - it would be all up to the individual
EDIT: Man you guys are making it so hard to only pick 5 !!!
I've got to quote that right there in agreement. I don't know how many people would be willing to do something like this for free though :P
I think there are more than one would think. There are plenty of people helping in the p&p already. The problem sometimes is that it's not always appreciated so people aren't very keen on risking putting energy on something that might be ignored.
@Hazardous: This is a very good initiative. I don't think I have time to join you but I'd like to offer my help anyway. Please tell me if you need help with anything, if skankerzero wants some assistance in documenting or whatever.
i also think that documentation should be part of the process for the people learning as well as the mentor, if anything it would be more important for the learners to document their progress, and it would be highly beneficial to other people reading it.
just my $0.02
looking forward to this
Can't wait to see the documentation!
Sent you a PM.
The whole mentoring thing does sound like a pretty sweet idea. And any documentation sounds like a great benefit for everyone!
Though I do have one question. Would it matter which modeling/sculpting software each person would use?
Just a quick question:
What specs will you be shooting for? Zbrush pass etc? Mostly asking because I feel that Zbrush and similar programs really change the overall approach. Other than normal map stuff posted here on Polycount I find that quality normal mapped game art assets are few and far between. Most Zbrush only stuff seems to focus on stills. Usually, the non-textured high poly pass will have awesome details and look really sick. But then the details get washed out when some lackluster diffuse is applied. As such, I usually think that the diffuse only stuff looks much sicker (such as Slipgate's stuff...holy cow). Curious to hear your thoughts on the matter!
Also, will topology for animation be factored in in all of this?
Don't really have any portfolio to show for applying (as I mostly model as a hobby), but definitely looking forward to the documentation so that I can pick up some techniques.
I feel like everyone else that's wanting to join in already have fleshed out portfolios. =/
Wow, what an awesome way to spread the knowledge. Thanks for doing this, man.
Congratz to those who are chosen!
I feel like Charlie Bucket, lol.
Chill mate I don't have and I applied. Try your luck. You can't loose here ;p
love the idea