Firstly, I just want to really thank you both for taking the time to read and reply to my very lengthy post. Now to reply to sharsein specifically, the art side of things does click with me strongly. I feel like everything I look into when it comes to 3d stuff, simply amazes me. I honestly really enjoy modeling things, and…
Hey everyone, I am having an existential crisis lately to the point where I almost enrolled in a computer science masters program, but realized I am getting ahead of myself. A little background of myself, I graduated from a fine art program that encourages experimentation on things like animation, video and sound. I…
This class seems like it would be something you should look into: http://www.cgsociety.org/training/course/scripting-tool-dev.-for-maya If the art side clicks with you strongly, then learning how to business (create and maintain professional relationships, sell your stuff, negotiate prices, customer service, efficient…
Came too my mind as I read your post i.e. Technical Artist (TA) http://ericchadwick.com/img/techart_guidelines.html http://wiki.polycount.com/wiki/Technical_Art ...and a CG coding background certainly offers other pipeline pathways a visual artist will normally not walk down.
So a problem with a lot of these bootcamps is they seemingly tend to focus on web development. Not bad, and definitely may come in useful down the line, but building a foundation on core principals that you can use in a studio is more useful. Maya, Max and Foundry's suite of tools for instance use a mix of propriety…
if you are unsure what you want to do, taste everyhing, its not wasting time if its going to help you figure out what you enjot. Then, focus on getting really good at 1-2 things, probably for a couple years and then branch out. make sure you have solidly defined goals and a vision for your exact career path. looking at it…
In terms of bootcamps, if you want to be a software engineer as a career you should get a degree from a school with a good reputation instead. Software engineers are in high enough demand to be able to pay off the loans in most cases. If you don't or aren't sure quite yet, just figure out what problem you want to solve,…
@skern55 There's no number of pieces. Over and over again, most employers mention quality of pieces being a higher determinent factor the number of pieces. If these cool abstract models and animations are relevant to the game that people are making, then yes, they would be beneficial.
Thanks for the replies guys! A lot of new things to consider for sure . However I do have another question that I thought of after reading all the replies . Just about how many art works of each specialty is good for a portfolio ? Like 10 models ? 10 environments ? Etc . And would making these cool abstract models and…