View Full Version : How to get started
07-29-2009, 07:52 PM
I want to start my own animation studio. And create 3d films. For this I need top notch 3ds Max education. I have around 2-3 thousand dollars to burn on DVD tutorials etc. I've already purchased
Gnomology - Introduction to 3ds max
Digital Tutors - Introduction to lighting and mental ray.
What I want to do is create alluring footage like ASII (http://www.youtube.com/watch?v=mVWhWsgHzKM) Trailer created by the famous DIGIC. I want to be all rounder for several months this means I would also need to learn Zbrush for detailing etc.
Please list some DVD programs that I should get to sharpen my 3ds senses :beer:. And even on how to get started with Zbrush. I've obviously started watching the Gnomology Introduction to 3dsMax and so far I am enjoying it.
Help would greatly be appreciated.
P.S: I am also thinking of getting in to game designing but that will come really later on maybe after 3-4 years of excellence in CGI.
07-29-2009, 08:19 PM
Simply max - http://www.simplymax.com/
Digital Tutors - http://www.digitaltutors.com/digital_tutors/index.php
Gnomon Workshop - http://www.thegnomonworkshop.com/
These are what I recommend if you are serious about learning. The training these guys provide is top notch.
07-29-2009, 08:56 PM
Yes I know but I am not sure what I want to learn yet.. I mean Modeler/Animator/Matte painter etc..
Do you recommend any programs. I want to have the exact realism that DIGIC has in Assassin's creed 2 Trailer in my films. I want to be an all rounder.
Edit: I can even start by creating short funny films that look similar to this image in your gallary
07-30-2009, 09:50 AM
Okay. I really don't want to be a killjoy and I think your enthusiasm is great, but you also need to keep your feet on the ground and be realistic here. That Assassin's Creed trailer was done by an entire team of extraordinarily talented, experienced artists at a very highly regarded studio, with a lot of resources at their disposal. You're simply not going to achieve that on your own, in a couple of years, especially if you're a fresh beginner.
So while I think it's important to have ambitions and goals, if your ambition is to achieve that quality of work on your own, you're likely to end up frustrated because it's not going to happen. At least not within the next ten years. Especially if you're aiming to be an all-rounder, because to master every aspect of 3D production to the level seen in that cinematic, it's going to take you years and years and years. And that's if you're good at it from the start.
07-30-2009, 02:52 PM
What if I specialize in one field (Texturing) and then find group of talented people and make a small studio? Would that be quicker to accomplish? I see they used tones of tools for them selves.
Actually, when I said All-rounder I actually thought I'd master one subject (which I did not know since I am pretty much a newbie in thie field) and then learn basics of other aspects for general purposes.
07-30-2009, 03:00 PM
I really think you're jumping the gun. Starting a studio is a huge, huge undertaking. It requires business sense and knowledge, leadership skills, an extremely good understanding of your craft, and a hell of a lot of money. Not to mention a team of excellent artists, as well as production staff, and other business types. Frankly, the best way to really develop in this field is to work at a couple of different studios over the course of a few years, getting experience and developing your understanding and skills, whether you're a specialist, or a generalist artist. Only after some years in the field should you be thinking about starting your own studio.
This really isn't something you can rush into. You should think of your own studio as more of a longterm goal than an immediate one.
07-31-2009, 02:48 AM
Alright thanks guys.
I've decided to work as a Texture artist and a set designer/environmental artist. Good job? I want to do something thats not pretty contested atm and yet is really fun.
07-31-2009, 02:48 AM
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