Hi guys. I'm 24 years old, and I'm a self taught 3D (wannabe) character artist. I've started learning Zbrush and Maya some years ago, done some course with Gnomon Online about it, but never really put my efforts into it at 100% mostly because I felt unmotivated by lots of different things, so my skills kinda developed…
I've been thinking this through because I know how the system works, but I'm not sure why it works this way. Below is just my opinion. First of all, I wouldn't call it a mating ritual. Every company has a process outlined on their job posting. Follow it. Secondly, if you are financially desperate you need to concentrate on…
CAT On the surface CAT seems to be great it has a lot of flexibility it operates in ways people expect and it uses the standard curve editor as is without having to customize it. BUT we stopped using it in production because it was so buggy and broken, ever since Autodesk bought it, it's become crazy unstable. The only…
I'm just announcing, not advertising. I too AM an artist. Both a programmer and artist, here is my art page: I'm proud of my art, I used to feel shit about it but lately (first 10 images or so) I really stepped it up. Most programmers cant even make a cool looking box you know? I just loved seeing good looking games and 3D…
Hey man, I know how you feel. I went to ITT Tech which is also a for-profit school. I can' put all the blame on them, had I did more research about getting into the industry and found polycount after I was done with high school I would have just bought a licence to Max and paid for a few decent tutorials and went at it,…
There isn't really a specific routine, just something that's become more natural to me over time. With this project there were no restrictions, I was aiming towards 'upcoming large open world sandbox game' . Anyway, generally my routine would be something like, - Block out buildings on one layer - Taking block out up in…
The problem with most starting artists (I was the same until I just pushed myself) was they are almost afraid of their skill level. They feel like they have to be INSANE good and be able to compete with the higher level artists who have been in the industry for many years, and their portfolios are just stacked with all the…
I find that when you learn 3D, it's mostly all about the technical side; how to sculpt this particular thing, how to generate that effect... however, there are rarely 3D tutorials that focus on how to give your work artistic appeal. I have come across very few 3D tutorials that cover how to make a character look appealing…
http://wiki.polycount.com/CategoryEnvironmentModeling?highlight=%28\bCategoryEnvironment\b%29 http://wiki.polycount.com/CategoryTexturing Those might help get you started in the right direction. My first step in workflow is planning, as I'm sure it is with many others. I'll make sure every possible problem I find is…
@Tobbo : It's great feedback, don't get me wrong! I guess I was at a point where I didn't want to spend more time on the scene unless it was a quick fix. @jestersheepy : Thanks alot! That's the sort of thing I could do now that I feel done with it, just as practise. But right now it's final and I'm not going to change it.…