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parted company

Ruz
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Ruz polycount lvl 666
well guys it did n't work out at real time worlds. finished early. the work was just excessively technical and fiddly( for me at least).
I figured that going freelance would be easier , but in a way its a lot harder going.
Some of the fixes I had a to do were a bit silly , but yeah i prefer to actually do artwork , not spend 3 months exporting files without a batch exporter.
Suppose I take some of the blame , but without going in to too much detail I will say that I did my best and could n't really have put more effort in.
TBH making lods for six months was n't very appealing, but I needed the money at the time and took it, but in hindsight I knew it would be a real pig and I was proved right in the end.
I feel a bit down about it as they were a nice bunch of people, but I do have other plans and along with disappointment there is relief:)

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  • Joshua Stubbles
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    Joshua Stubbles polycounter lvl 19
    Good luck in the future Ruz, sorry you had to back out. Even though LOD's aren't fun, they're an inevitable part of gaming art. Someone's got to do it :P

    Were you working on APB at Realtime Worlds? Crackdown was an insanely fun game, so I can't wait to see what they do with that. Hopefully we'll see your creds in the game? smile.gif

    Working at a studio might have it's downers, but I prefer it's stability over contract work (even if that stability is just an illusion). With contract work, I always found it a drag to be setting up additional gigs for down the road. I'm also nowhere NEAR as efficient working from home than I am in-office. Far too many distractions.
  • Ruz
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    Ruz polycount lvl 666
    cheers Per - I have some plans anyway
    actually I was was working freelance for them with occasional visits.
    I find with me I have a more misses than hits in terms of companies I work for, but I am a bit weird anyway:)
    TBH I did n't want the contract , but was a bit skint at christmas and had no other offers:)

    Working on APB was fun , but I am not really in to hip hop and stuff and would probably rather work on tombraider:)

    Yeah Vassago LOD's are 'fun' unless they have 20 morph targets also
  • Snowfly
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    Snowfly polycounter lvl 18
    wish i had your guts, ruz! backing out of a project when the art direction doesn't suit me. :-) the technical stuff is also a burn...you should think about getting the poor 3D artists in malaysia to the LOD's for you!

    best of luck man!
  • Ruz
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    Ruz polycount lvl 666
    not really guts,snowfly I Just know what I lke and what I don't.
    I would n't wish lods's on anyone really, they are painful
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    Try hand unwrapping UVs for lightmaps by hand for entire environments :P Now that is something I wouldn't wish on anyone!
    Good luck, Ruz.

    -caseyjones
  • Ruz
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    Ruz polycount lvl 666
    cheers caseyjones -can't you just use the autounwrap for the lightmaps?
    Thats what we used to do on stadiums
  • Rhinokey
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    Rhinokey polycounter lvl 18
    when i was at liquid in portland we got a deal to do all the lods for sims 2,, the announcement came with "oh we are starting tommorow and we have to use maya, so everyone warez maya and learn how to use it tonite! that sucked
  • Ruz
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    Ruz polycount lvl 666
    I don't mind doing them too much, if its just for one character at a time but when it gets to be hundreds, it becomes too hard to keep track.

    Rhonokey - that sounds about typical of the organisation for a typical games dev here in the uk:)
  • danr
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    danr interpolator
    the other year i resized, entirely manually and one-by-one, about 1600 textures. I won't go into the details of why it had to be done that way, but it did, and it was very important, hence i did it myself

    i quite enjoyed it. It was like being on drugs
  • Ruz
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    Ruz polycount lvl 666
    danr that sounds like fun. silly question though, why did n't you use a pshop action to do it?
    as you mentioned I am sure there was a reason for that.

    mm I would actually prefer to take drugs than do that.

    Its odd though I have been doing illustration for years and I keep getting hired to do drudge/ non artistic work. I wonder why this is.

    I am lousy at technical stuff. all i want to do is make nice pretty zbrush models with textures.

    Perhaps I am in the wrong line of work:)

    I have pretty much decided not to ever work in a studio again.
    I find myself getting bored and frustrated almost straight away.
    In some studios you can make suggestions or ask questions , but some places you have to sit there and be a good boy, do as you are told , never look up.
    I hate that - control freak shit you know the stuff - passive aggressive types.
  • danr
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    danr interpolator
    [ QUOTE ]

    all i want to do is make nice pretty zbrush models with textures.

    [/ QUOTE ]

    i might get to do that one day. For now though, i make games. Games require a hell of a lot more than prettiness.

    Ask yourself what you want to make - do you want to make art, do you want to make cg graphics, or do you want to make games. If you're not fussed about the latter, there's other job opportunities out there that will keep you more than happy with the first two.

    If games is what you want to make, then welcome to the occupation
  • Ruz
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    Ruz polycount lvl 666
    well I think theres a balance. It seems to have become so rigid and techincal these days, it can take longer to get the stuff in game than to actually make it.
    I think its cause I got stuck working on mmo stuff

    I came from an art background and enjoyed making nice looking stuff, but the tech side bores me a little.

    I may enjoy working on more creative stuff in the future, just got to sit down and figure out what I want.

    BUT I do actually enjoy making games , I just am not very good at the IT side ie exporting 2 billion files without making mistakes.
    My mind tends to wander and I think about anything apart from the stuff I am doing:)
  • Emil Mujanovic
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    Emil Mujanovic polycounter lvl 18
    Ruz, I'm feeling you, man! I've been doing nothing but technical stuff on my current project (thus the hand unwraps for lightmaps - auto unwrap wasn't giving us the result we were after). I've been working closely with the lead programmer basically creating tools and refining the pipeline for the artists. Because we are dealing with a new engine, I've been the R&D guy to see what it can and cannot do, and for the things it cannot do, I have to come up with a way to do it.
    After about 7 months of being on the project, I'm finally making charaters, while still doing some of the technical shit on the side. It has pissed me off to some degree, because I'm an artist and my role is to make art. But it was a good experience and even enjoyed doing some of it because I got to learn a whole bunch from it.
    I'm probably more of a technical artist than I am a creative one, but I enjoy making games that much that I'm willing to put up with the shitty jobs as long as I get to do my share of the enjoyable ones. But there have been times where I've considered looking for work at another studio (and may yet after this project is through), but some of the rad people there are what keep me around. Plus I'm working my way up the ranks, and doubt I'd get the opportunity anywhere else so soon.

    -caseyjones
  • firestarter
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    firestarter polycounter lvl 18
    I hear you too Ruz. I find it increasingly curious how it comes to be that the creatively inept find their way to being the creative, or not so, drive. I`ve worked with ONE Art Director that could actually DRAW in 8 years. Depressing.
    Myself, I`ve been forced down the management path, which is frankly a bit of a joke as by nature I`m about as politic as Mike Tyson in a hissy fit.
    It`s all a bit upside down.
    Hope you manage to find your way up smile.gif
  • Ruz
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    Ruz polycount lvl 666
    Pleased to hear its not just me then:)
    caseyjones - I did the same thing for 8 months on football superstars. I was never a tech guy and for 8 long months I had to work with the lead programmer and sort out this character customization system with him. It was very painful, but finally got it working which was good, but the system was so hard to work with it made me depressed to work on it:)
    Thats why I left.
    Its a shame because just as I was leaving they hired a top notch character dude who was really easy to work with.

    firestarter - I could n't go that route, unless I was doing the artwork too, sitting in meetings all day and sorting out schedules in excel, could n't handle that he he. I am sooo undiplomatic.

    With me 1 of two things normally happen. I get in a team where people respect me cause I am ok at doing 'nice' artwork , OR I get caught in a team where the guy in charge is the type who does n't want any input whatsoever and furthermore doesn't seem to trust me to do the job i was hired for even though they themselves are lousy at explaining things/drawing/managing etc.

    Another thing that happens is that sometimes you get the 'nitpick' brigade who seem to delight in being anal for the sake of it.
    ie move that vert 1 mm and ... no ok I have changed my mind again, move it back.
    I am sitting getting to the point where the little veins in my head are starting to pop:)
    I don't mind if people, are thorough, but sometimes it can be a bit unnecessary if this is not actually improving anything visually ( diminishing returns).

    common sense seems to have deserted some people these days.

    I don't want to be totally negative here, but it seems that the bigger the company I work for the less fun I will have.

    There must be a some kind of equation for this.

    I have helped shipped two successful titles in my career and they were quite rewarding to work on, but I think in future I will be going down the indie game route or in to another branch of CG.

    I have agreed to finish up the block of work I was doing for RTW then its upwards and onwards hopefully.

    Oddly enough I have only been in the industry for 3 years and already i am sick of it ha ha.

    Another question I have is, why do some game devs start companies in the middle of nowhere?
    If it was me I would be starting out in camden high street or oxford circus, not on craggy island which has no tesco , no pubs and no fun:)
  • firestarter
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    firestarter polycounter lvl 18
    That last question is easy Ruz! Cost effectiveness requires setting up in Cragsville farm. It gives you a better wage, by contrast Sony (SoHo) are in Great Marlborough Street, and thus pay there is diabolical. You can underscore and make bold the `diabolical` laugh.gif
  • Ruz
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    Ruz polycount lvl 666
    yeah i can see that , but industrial estates are a bit grim usually.
    Surpised they don't just buy a building in a town and rent part of it out to other companies. least they would have some money coming in whilst making the game smile.gif
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    [ QUOTE ]
    yeah i can see that , but industrial estates are a bit grim usually.
    Surpised they don't just buy a building in a town and rent part of it out to other companies. least they would have some money coming in whilst making the game smile.gif

    [/ QUOTE ]

    Where are they going to get that starting capital? A building in town big enough to also rent out isn't cheap.
  • Ruz
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    Ruz polycount lvl 666
    same place as any other start up gets capital from venture capitalists:)
    it was n't really a serious proposal rick, my tongue was firmly in my cheek
  • thomasp
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    thomasp hero character
    just wondering why you started that thread here and advertise your services over in the freelancer-section?
    after reading all this complaining - valid or not - in the case an AD approached me asking if i knew someone to offload work to, you'd not make it onto the list by a long stretch man, no matter how good your output was.

    with that attitude towards doing only the cool bits of the work, you'll have one hell of a time in any project-driven industry. the jobs out there are for people who manage to finish their stuff not run away as soon as the revisions and technical issues are kicking in.

    seems like you'd have to start your very own thing where only you get to have the final say on things.
  • firestarter
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    firestarter polycounter lvl 18
    Didn`t realise you meant a setup on an industrial estate Ruz. That`s off the scale of cheap assed.
  • Snowfly
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    Snowfly polycounter lvl 18
    Sounds like it's time for you start selling models on Turbosquid full-time. :-P

    How about the concept/pre-viz side? Ever thought about going that route?
  • Ruz
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    Ruz polycount lvl 666
    thomasp - I have done thousands of revisions in my time without complaint - but sometimes you just wanna be an artist again and thats the way I am going. if you don't like my attitude its fine mate:)
    its good that you made a judgment like that without knowing the full facts on any of the points I have made.

    Snowfly - thats the way I am thinking now. just do the stuff and sell it.
    Other people can mess around and butcher it if they want.

    concepting is not my scene, but my wife is a cool concept artist, and I am working up some of her stuff right now.
  • thomasp
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    thomasp hero character
    thanks for appreciating my judgment. always at your service, ruz. smile.gif
    anyway you are the one complaining here - on a public forum where you also post a job-wanted ad. hm.
  • Ruz
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    Ruz polycount lvl 666
    for someone who lists his occupation as '3d slave', perhaps i just struck a raw nerve for you eh:)
  • PeterK
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    PeterK greentooth
    Thomas and Ruz,

    you guys are both quite good artists. I've had the pleasure of working with thomasp in the past and he always delivered quality product. Ruz, I've seen your great talent and I think you'll have wonderful success if you work closely with your clients. I hope you two will set aside this bickering and realize you're both great artists with quality output. thomas, don't stress yourself over his decision.

    cheers mates.
  • Ruz
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    Ruz polycount lvl 666
    Thanks PeterK - I can see why Thomas would think the way he did, but I thought it was a little harsh TBH.

    I have had nothing but repsect for the people I have worked with, just one or two managers made my life a bit hard at times.

    I left monumental games only after a long hard think and only left after they had found a replacement - The system I was working on was left in full working on order.

    The sitiuation with RTW was more complicated , but I did put in full effort, doing lots of revisions for them, but they still were n't happy.
    I decided it was n't worth my while financially to carry on, though i am still finishing off the last block of work as a sign of good faith.
  • Gav
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    Gav quad damage
    Hey man, hopefully things all work out for you in the end. To be honest, I can totally see where you're coming from as I've left 2 jobs because they just became frustrating. somehow, in both situations, i went from being an artist to a technical monkey and it all just stopped being fun...and if you're not enjoying it, stressing out over stupid shit, why bother doing it at all. Some people enjoy it, some people don't. You don't smile.gif After going freelance back in September, I've been really happy, allowing myself to do a lot of character art and also satisfy the technical side by staying diverse with different clients and their "systems." SO! Hopefully you find something you're happy with.

    cheers,
    Gav
  • MoP
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    MoP polycounter lvl 18
    [ QUOTE ]
    i might get to do that one day. For now though, i make games. Games require a hell of a lot more than prettiness.

    Ask yourself what you want to make - do you want to make art, do you want to make cg graphics, or do you want to make games. If you're not fussed about the latter, there's other job opportunities out there that will keep you more than happy with the first two.

    If games is what you want to make, then welcome to the occupation

    [/ QUOTE ]

    QFT
  • Ruz
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    Ruz polycount lvl 666
    MoP , why did you have to repeat it, thomas already made his point and I responded.
    stop trolling dude
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    He's not trolling. There are just a few people who think you are moaning that the job has aspects you don't like. It's not all Zbrush and blowjobs.
  • Ruz
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    Ruz polycount lvl 666
    so me moaning about aspects of the job I don't like. what about it?
    I am sure there are things about the job you hate.
    the fact is it 'is' mainly zbrush these days. All i was saying is that its becoming increasingly technical and I don't like it.
    I did enjoy certain aspects of working in a game company but I have come to the point where I have decided to stick to what I am best at.
    If you can;t respect that then you have the problem, not me.
  • aesir
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    aesir polycounter lvl 18
    yea, screw that boring techy shit. Thats what interns are for.

    As an aside, were game jobs filled with less of this techy stuff back in the day?
  • Ruz
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    Ruz polycount lvl 666
    well it was always a bit techy. I suppose I had more patience in those days.
    I remember spending 3 weeks modelling/texturing a cricket stadium and two weeks getting it to work properly in game:)

    I think there will be a time where it will become even more specialised where there are just guys doing high res stuff/specialised texturing modelling tasks and nothing else. in fact I am banking on it:)

    Its mainly MMO games where I have found it a bit much at times.
    People want more and more customisation these days and its down to the artist to knock out literally hundreds of assets. I just find it hard to keep track of a large amount of files like that.
  • aesir
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    aesir polycounter lvl 18
    hmmm, I see the future a little different. I think generalists will become the most sought after commodity and specialized tasks will be outsourced to cheaper places.
  • Daz
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    Daz polycounter lvl 18
    This is silly. Clearly the reason we have highly specialized industry roles now is that not all aspects of game Art development are best suited to all people, and it *seems* like in this particular case Ruz just wasn't the man best suited to his daily tasks, and therefore it seems fair to say that him leaving was the best thing for everyone.

    Yes there are aspects of the job that are highly technical that we all have to suck up, but If you're a really good modeler and barely doing any modeling, and not so good with the script writing and automation stuff, then that role probably isn't for you.
    With an mmo in particular you need some really smart people figuring out pipelines and writing scripts to automate processes, and If you don't have that stuff set up well you'll be putting too much of a burden on artists that simply aren't wired for or experienced with that kind of problem solving.

    Anyway, good luck with your next step Ruz. Freelancing does of course mean that you get to pick and choose far more, but there are other negative aspects that come with it as you know.
  • Ruz
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    Ruz polycount lvl 666
    cheers Daz.
    I blame myself really for knowing in my head that some jobs were n't suited to me yet still taking them.
    I have done it twice in a row and won't make the same mistake again.
    you know I am not a total dunce - I can rig and skin stuff pretty well and have even done a little coding/scripting +
    I am a reasonable animator - but some things I have been asked to do have literally given me a migraine - processes that can be automated should be automated but generally the coders are just too busy to do scripts until later in the project when its normally too late.

    I am doing the best work of my life of late and I just hope I can figure out a way to use the stuff I have made in a productive way, not lurching from one crisis to another
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