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View Full Version : Modeling career path


LiChih
06-25-2008, 04:09 AM
Hey everyone,

I'm at the last year at my school. We basically touched up from all aspects of 3d from painting, to modeling, rigging, animating and compositing. Correct me if im wrong, but as the industries goes, they are looking for a spcealize person than a more of a generalist.

With this said, I want to be more of a modeler and a texture artist. In the next year to come, what kind of work should I start focusing on? I want to show I can model high to low poly character.

Should I start modeling out humans to creature to vehicles? what should I start practicing on? I know the programs I will be using is Maya, Zbrush and Photoshop. How long should each piece take me? At school, it take us 3 month a character. I want to up the time spam and start working with the time spam in the industry ( if anyone have a time spam? )

any additional advice would be awesome~ ( great life drawing, poly count, etc )

jrs100000
06-27-2008, 06:25 AM
If you are looking for a job doing art for games your best bet is to go over to Polycount (http://boards.polycount.net/forumdisplay.php?f=42) and post the portfolio pieces that you do have. They can sometimes be a bit brutal with their critiques, but they will be honest with you, and they do know what they are talking about.

gsokol
06-27-2008, 06:55 PM
You can post them here too :p.

jrs100000
06-27-2008, 07:47 PM
You can post them here too :p.That is a good idea also. However, people here tend to be nice and friendly. If your portfolio is terrible they will either say nothing or tell you to keep trying. Sometimes you need to have have your work torn appart and be told that you had better throw out what you have and work your butt off if you want to stand any chance of being hired.

Not saying that applies to the OP or anybody else in particular.

kriscabrera
06-28-2008, 04:03 AM
Well i to came across that problem with school and finding out that the industry looks for specific people. i asked around for lost of opinions from industry people and they told me to specify in what u want to do so i did. My reel is preety much just a bunch of modeled things really. I have a couple organic peaces and hard peaces also. I actually am working now as a modeller but really when u get a job as a medeller you tend to model and texture most of the time like in my case. But my opinion would be to be specific in your reel just show some models and and you should be fine.

LiChih
06-28-2008, 04:32 AM
Hey guys,

Thank you so much for the advices. I will start posting my work here at CG society,Poly count, and GA.

Im a strong believer in getting ripped apart, Its a great learning experience and I wouldnt have it any other way\.

I totally agree about just being specific. I was told that only smaller studio would seek generalist. I'm aiming in being a modeler as well, so Ill start grinding some work out to show here. I got 1 yeart left of school and would like to gear my portfolio as good as I can. I just worry about the time spam because school time spam and industry are quite different.

I was told by some people in the industry, for low poly character, model,texture rig is a 5 day thing. Cinematic character can take a month to model and texture. I'm not so sure how accurate these numbers are, but I'm trying to put a time limit in doing things because School time limit is way too convient.

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06-28-2008, 04:32 AM
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