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cheney
03-17-2005, 02:33 PM
Since I will finally be looking for a real job in December this might be a good time to ask these questions. I know this may not be the best forum for this, but I thought I would ask.

I have come to the realization that my art has only one redeemable real world quality: I make realistic flat textures in Photoshop. As a result I will probably be applying for positions as a game texture artist, unless somebody else knows of a use for such a limited skill.

Here are my questions:
What kind of portfolio should a texture artist put together.? I am already working up a large list of high and low resolution textures for a variety of surfaces. What kind of art would a company want to see for such a position?

What kind of pay should I ask for in an entry level position? I am fully aware that I will probably be treated as slave labor in a sweat shop until I complete at least one product cycle. What could of pay should I ask for going in? How much lesser pay should I expect to ask for if a company offers health plans, 401K, and other benefits?

What skills should I have to apply to such a position? I am pretty sure I would need some level of experience in either 3DSMax or Maya or both as well as an ability to create the textures in 2D. What specificly would any of you recommend?

When I graduate from school soon I will have experience with video production, audio production, and radio broadcast. Are any of these skills usefull to the game industry as I am an entry level noob? I will have a portfolio of a few items of each of these skills as well. Are there any other communication or technical skills that would be a bonus?

I realize that not all game companies employ or use texture artists, so are there some companies I should concentrate my energy into? Would it be a complete waste of time to focus energy on seeking employment with certain types of game companies that produce 3D games? What should I look for in a company?

Are there other things I should be aware of that I am completely not thinking about?

HapZungLam
03-17-2005, 10:33 PM
A texture artist doesn't limited to either low res or high res. The different between high res and low res texture is:

highres: Since your model is already full of details. So you should map your texture as flat as posible (without shadings. Of cuz it depend on the lvl of detail of your model) With multiple channels of maps (bump, spec, colour, diffuse, reflec, etc) to create as real as possible.

lowres: Since your model doesn't have enough geo to define the detail. Texture is the way to fine it out. Some game engine don't even able to general ambien channel. So the best is to put as much detail and shadings to help out to form the shape. Before half life 2 and doom 3 came out (of even few years before). Our technology is only limited to bake a colour map into our model. But as our GPU evolve, more detail can be added to use our hardware to render. So something like doom 3 does, a normal map, spec map, etc is apply. Game industrial texture is getting a new generation. Texture artist should able to have those kind of knowledge and able to apply it.

What kind of pay should I ask for in an entry level position?
It depense on where do you apply and what possition are they going to put you on. But in general, 30k-35kCAN a year should be what you are looking at.

What kind of portfolio should a texture artist put together?
Make 1 very good well textured character (is quality not quantity) either highres or low res. And 1 set ( maybe a street, a cave... anything that can have lots of props in it)

What skills should I have to apply to such a position?
It depense on how big the company is, and how well your portfolio. You may either apply it for a texture artist to a texture senior, maybe even a texture leader.

When I graduate from school soon I will have experience with video production, audio production, and radio broadcast. Are any of these skills usefull to the game industry as I am an entry level noob?
I would say, it will be a plus but not neccesary. The most useful skill in the world(not only in CG) is communication skills, social skills, and your networking skills.

I realize that not all game companies employ or use texture artists, so are there some companies I should concentrate my energy into? Would it be a complete waste of time to focus energy on seeking employment with certain types of game companies that produce 3D games? What should I look for in a company?
mmmm..... try everything. send as many as resume and portfolio as you can. Don't matter they are big company or small company, the only thing in your mind is to get into the field.

Are there other things I should be aware of that I am completely not thinking about?
Don't think about you are a student anymore, company won't mercy on your excuess. Act as a professional.

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