View Full Version : My college plans, sound good?
Proto715 06-06-2010, 07:54 AM Hello all, I am an aspiring animation major about to begin college soon and I wanted to present my idea and ask for a public critique of my general plan for my next step in school. Questions at the end of my post.
1. First and foremost I plan to take an animation BFA at Webster University, a private 4-year university. The school isn't located in CA or FL, but I'll be communiting(sp?) and I feel as long as I can develop my skills now, being in CA or FL wouldn't matter much until I find a job afterward. I really feel I have the drive to learn about the field and I've had an interest in art since elementary school so I know I'll be willing to focus.
2. Luckily I am able to attend college relatively free, so I plan to use money I gain from having a job/grants/scholarships towards buying software and hopefully a shiny new laptop.
3. I really want to jump into this animation exploration, so I plan to network as much as possible and take classes that can improve me not only in the animation field, but good background knowledge as well. For example I plan on taking language courses and traditional art courses to help maintain a broad perspective.
Questions:
-Does anyone know about Webster University's animation program? Would taking animation at a 4 year private university be frowned upon at all?
-What software would be suggested to purchase, I know about the major ones, but anything specific I need to know?
-Magazines, subscriptions, etc. I want to keep up to date on the latest animation news! Are there any magazines/websites(besides this awesome one^^)/blogs that anyone suggests?
Thank you all in advance for the help! I'm a new user to the site and I really love everything about it so far! Also, being new to the site I'm also new to the forum, so if I broke any taboos for forum rules please forgive me. I'm not sure if mentioning school names is a taboo exactly, as well as what "No Advertising" means under the school forum. Thanks everyone.
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MrConterno
06-06-2010, 03:52 PM
Questions:
-Does anyone know about Webster University's animation program? Would taking animation at a 4 year private university be frowned upon at all?
I have never heard of them, but no it wouldn't be frowned upon. Just make sure you look at students demo reels coming from the school. A degree means close to nothing in this industry, everything is riding on your reel.
-What software would be suggested to purchase, I know about the major ones, but anything specific I need to know?
From what I understand (I'm not an animator mind you) most use Maya. But really if you learn one of them it's decently easy to learn a different one, buttons are just in different places mostly.
-Magazines, subscriptions, etc. I want to keep up to date on the latest animation news! Are there any magazines/websites(besides this awesome one^^)/blogs that anyone suggests?
Not an animator so not really sure.
"so if I broke any taboos for forum rules please forgive me"
Your good, you can mention school names and such. That rule more pertains to school advertising by the school or someone who directly benefits. For the most part don't be an ass, and don't talk about salaries and you should be good to go.
Don't worry about the school's location, that only really matters on a personal level.
Hopefully you already know these school names but if not it's always good to know whats out there.
Ringling
SCAD
CalArts
Vancouver Film School
Animation Mentor
Also the "Post of Wisdom" in my signature would be a good thing to read.
Welcome to the forum and if you have any more questions feel free to contact me or post.
smalone3d
06-07-2010, 02:47 AM
Don't worry about the school's location, that only really matters on a personal level.
I think there's something to be said about the location. If the school is located in an industry hub, you'd probably end up making more industry connections.
MrConterno
06-07-2010, 03:21 AM
You make a good point, I withdraw my statement.
rblitz7
06-08-2010, 02:58 AM
Yeah I mean definitely make sure that Websters program is up to par (ie: tracking down alumni and ask them stuff) but also don't assume a school is right for you just because there "famous" for being good in a particular area. Go visit and get a feel for the people and city or town. I'm at Ringling right now and yeah you heard good things....but Sarasota sucks and Ringling is hella expensive. I'm actually looking to transfer to another school...idk maby not, we'll see, haha. Just work hard and you'll be fine.
sundialsvc4
06-08-2010, 03:12 AM
Sigh ....
"Kids."
MrConterno
06-08-2010, 03:48 AM
@"rblitz7": Tell me about it I've lived here for about 10 years -_-. How you like being next to MLK drive lol. But more serious, grats on being close to graduating.
@OP: Yes be sure you visit the school, while you are in the area go to some everyday places and check prices. It's always nice to have a heads up on prices.
Proto715
06-08-2010, 11:55 AM
Thanks for the advice, I'm actually commuting to the college and it's only about 10-15 minutes away. I asked one of the animation teachers, I believe he's the main one, about past students and if there was anywhere I could view their work. He linked me to one of his students' websites whom was currently working on the cat in the new Shreik(sp?) movie. He also had a history of working in other Disney films too, so I was satisfied. I'm not basing my entire expectation on this single person mind you, but it helps to show that the school probably is at least decent :P I plan on working a lot outside of class as well too so it shouldn't be a problem.
Also, the school is known for being a very good networking school. They are known for their worldwide campuses and such and when I talked with the professor mentioned above, he told me they have had students in the past obtain internships with big companies, such as the one from the website who interned with Disney.
This website is completely amazing and I can't wait to be able to start posting with information behind the programs in mind :)
Proto715
06-08-2010, 12:08 PM
Also, not sure if this would pertain to this topic, but how many different types of "animator" jobs are there? I know that there are people that work with lights and special effects and such, but is there any absolute list? Is there a way to learn a certain role if you already have a choice or do you learn it all in college normally?
I'd really like to work on everything, but I'm sure that'd be impossible, there's no way a single person could create a movie. I'd really like to develop characters and scenes. Do the animators themselves get to come up with their own characters? This industry's so mysterious with the details haha.
Thanks again for all the help.
MrConterno
06-08-2010, 05:44 PM
Most jobs that would be considered animation jobs are pretty self explanatory. By this I mean it will generally be like, (insert object to be animated) animator. Lighting and special effects are a totally different specialization.
As an animator, most of the time you will be given a fully modeled and rigged object to animate. Generally as far as the pure look of the object you have close to no influence. Except how it moves of course. If you are interested in making scenes and characters you may wish to look into specializing in modeling.
And as far as looking at grads, make sure you find like 15. Most people in the industry have a website especially new people. I'm sure not all of them will be working with Disney, but as long as they have worked on some thing half way decent.
You may wish to read my educational help website (below), it may have some information you will find useful.
http://mrconternoeducation.viviti.com/
leigh
06-08-2010, 06:29 PM
You may wish to read my educational help website (below), it may have some information you will find useful.
http://mrconternoeducation.viviti.com/
Heya, I have to comment on this from your article:
First things first, is this career even the right thing for you? If your answer isn't yes to all of the questions below you might want to look into a different career.
Do you love movies/games/TV?
Are you willing to work long hours (this isn't a 9-5)?
Do you have artistic ability?
Are you willing to work around 80 hour weeks at school?
Are you willing to sit in front of a computer for countless hours for the rest of your life?
Are you extremely dedicated to this career?
I only answer yes to one of those questions (the third one) and half a yes to the first one (I love games, and love film but hate pretty much all the stuff I work on regardless). I know what you're trying to do with the article, as you obviously have good intentions, but there is no need to be sooo dramatic :-)
Also, your page on specialisations is a little incorrect. Feel free to PM me if you want some clarification on that, as I don't wish to derail this thread.
leigh
06-08-2010, 06:58 PM
Oh, actually I see the original poster has actually asked for a list of people who work under the umbrella term of "animator".
Also, not sure if this would pertain to this topic, but how many different types of "animator" jobs are there? I know that there are people that work with lights and special effects and such, but is there any absolute list?
Firstly, some clarification. Animator is a very specific job title. An animator animates. And that's pretty much all they do. Also, realise that there are many fields that utilise 3D. I'm getting the idea from your posts that you may be interested in film visual effects, but there's also TV, games, architectural work and other fields too.
Speaking from a film visual effects perspective, there are numerous roles within a production (listed roughly in order of their position along the production process):
- Concept artists
These are the people who do the character/creature/environment/vehicle designs. Most studios that work on films have a small art department with some concept artists to do in-house concept work, but often the concepts are actually done by artists that are known to the film director.
- Matchmove
Matchmovers take the filmed footage, and match CG cameras to that footage, so that the 3D elements that are created can be placed correctly into the footage. Often used as an entry level position.
- Roto
Rotoscoping is the process of separating elements from a filmed plate. For example, if the shot requires a CG creature to be added into a shot behind a filmed person, the roto guys basically mask the person in the frame and (in very basic terms) separate it digitally, kinda like making a new layer in Photoshop, so that the compositors can later put the creature into the frame correctly behind the person. Often used as an entry level position, especially for getting into compositing.
- Modellers
Pretty self-explanatory. Modellers take the concept art/reference photography and model the 3D models from that. Being able to precisely match a reference image is an essential skill for a modeller. Sometimes, especially at bigger studios, you get people who specialise in creature modelling, and others who do hard surface modelling.
- Texture painters
Create textures for the models. Predominantly work in Photoshop and 3D painting applications. Need a good knowledge of colour, colourspace, working with photos and digital painting. You find a lot of people whose skillsets include both modelling and texturing.
- Riggers (Character TDs)
Char TDs set up the rigs for the character models, so that they can be animated. A lot of them tend to know scripting and their job is mostly very technical.
- Animators
Make the stuff move. Self-explanatory.
- FX / Groom
Sometimes split into two separate departments, but also sometimes being combined, FX people work with simulations like particles, fluids, explosions and stuff like that. The groom people handle the fur and hair. This department is usually one of the smaller ones in a studio.
- Layout
Layout artists handle the layout of scenes. For example, if there is a sequence involving a large CG city, layout works together with the art department (concept) to design and organise the city as a whole.
- Lookdev (often included in the umbrella term of "technical director")
A lookdev artist sets up the shaders for models. Shaders determine the way in which light affects the 3D surfaces in the 3D environment. They tend to work quite closely with the texture artists, since they use the textures in their shaders. Lookdev is a role that is both creative and technical. Lookdev artists often also have lighting skills, and often switch between departments. They also usually have some compositing ability.
- Lighting (also often included in the umbrella term of "technical director")
Again, pretty self explanatory. Lighters light scenes. In the case of visual effects, lighters ensure that the CG elements match the filmed plates. Quite a technical role, but also creative. Lighters also usually set up the renders and generally have a good knowledge of compositing.
- Compositing
Compositors are the guys who work the long hours. They're the ones who take all the rendered CG and add it to the filmed footage. It's a highly specialised job and compositors basically are like strange little moles that live in a dark environment staring at a screen all day. Even though all the CG elements are obviously created to a high standard before reaching comp, good comp artists can make them look even better. A common phrase used throughout production when something is looking a bit weird is "we'll fix it in the comp!" and this is often true.
- Render wranglers
A common entry level position, render wranglers babysit the massive render farms, ensuring that scenes are rendering without issues.
Throughout productions, you also have these people constantly working:
- Shader writers
Write and develop shaders for use in-house. Usually quite a small department.
- Programmers
Develop in-house tools, develop pipeline tools and support that pipeline.
- Edit
Most studios have an editorial team in-house to handle dailies, sync sessions with clients and to keep up with the latest edits of shots coming from the client.
There are also loads of other people working in studios who deal with handling tapes and footage, dealing with clients, dealing with IT, etc. It's a mammoth effort.
I've probably left out one or two but there you have it.
Is there a way to learn a certain role if you already have a choice or do you learn it all in college normally?
It's rare that a course can offer a decent specialisation path. Most people tend to specialise simply by going with whatever they feel is their strength. Having a good general base is actually the best way to start.
jeffthomann
06-08-2010, 08:47 PM
If you are in to Lightwave, the animation major down at Missouri U in Springfield, MO seems interesting. Actually, it's the school that I've ever seen focus on Lightwave instead of Maya, 3ds Max, and other overpriced packages from Autodesk...
leigh
06-08-2010, 09:35 PM
If you are in to Lightwave, the animation major down at Missouri U in Springfield, MO seems interesting. Actually, it's the school that I've ever seen focus on Lightwave instead of Maya, 3ds Max, and other overpriced packages from Autodesk...
If the original poster wants to work in the film or game industries (which is what most people around here seem to want to aim for) then learning Maya or Max would be far more beneficial. Those "overpriced packages from Autodesk" happen to be industry standards, and with good reason.
Proto715
06-08-2010, 10:44 PM
Oh my, so much information to absorb. Thank you all for the helpful information.
Concerning my job in the industry, I'm not sure anymore of what I'd want to do. I had this idea that "Animators", at least while taking college courses, learned how to:
a) Make a character
b) Animate that character (walk cycles, hand gestures, facial expression)
c) Animate scenes (people entering a scene, an action taking place, camera controls of a scene)
Regarding responsibilities in a project, I don't expect to be able to do all of that, but I'd really like to learn it all. I figured an animation degree would be the closest thing to a "CG degree" I guess in that mindset, am I wrong? I suppose since I plan on taking art classes and there are art classes within the major as well, developing a character would be implied, whereas I'd be obtaining a degree in the Animation ROLE.
Would it be safe to assume that I can take an animation degree towards a BA for animation, while practicing character modeling in free time/art classes?
MrConterno
06-09-2010, 04:16 AM
@Leigh, I'm always looking for ways to better help the people who need it so sure expect a PM.
@OP, You may wish to pursue a degree for a "CG generalist". There are people like Alex Alvarez, who are highly skilled in most areas of CG. Although these people still have an area they specialize. Of course you will be hired for one skill. Some smaller studios will give you multiple tasks but those studios are few and far between.
You could always study other specializations on the side, while in school.
I think the best idea for you would to self teach, just for now. This way you can get a feel for what you like and are good at. I feel that you are rather unsure of your ability and interest currently. Which is of course totally fine. Give it two months of studying and you will have a much better feel for what you wish to pursue. Of course this isn't a choice you want to rush into.
Also do you have any art you are able to upload? You may want to go to a community college and take some basic drawing classes and such while you work on finding your nitch. After seeing your work we can better get a feeling if that part is necessary.
Proto715
06-09-2010, 08:31 AM
I'm not that strong of an artist, in terms of details/realism, imo. My college is free(yay) for tuition and I decided to commute, so I may as well attend this year. There are classes with basic drawing and such within the major's program and I also plan to take art classes as well. I wasn't able to get any formal training/practice much during high school, so I've been trying to brush up on that as I enter college and during the summer.
I'm not completely foreign to the concepts of art, as I've been studying it personally since before high school, I was just never much of a realistic artist. So I'm working towards better realism and such.
I'll probably stick to animation as a major and learning whatever else I feel I need to outside.
Thanks for the info everyone. I didn't think an animator's duties were THAT linear...but I figure if I take classes in animation(complicated programs, etc etc), at school where the foundation is provided, then what's left to learning how to model characters-drawing them?
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