View Full Version : Student seeking Professional Help
07 July 2003, 11:56 PM
My name is Timothy Smith. I'm a student at the Art Institute of Atlanta. I'm looking for a professinal modeler to send some questions. You don't to answer all just as many as you can. Please reply here or send an email to firstname.lastname@example.org
Thank you :beer:
07 July 2003, 12:15 PM
unless u are disclosing information not suited for CGtalk....why dont u post them all right here on the forum.....u will certainly get some answers...people just love to think they know everything and will go out of their way to prove it....
also, special note: if it is software specific u might be better off posting in the relevent forum
07 July 2003, 01:42 PM
1. What type of references do you use for your models?
2. Is there a process that you use to create faster models?
3. What type of portfolio does potential employers prefer?
4. Is there particular software thatís preferred?
5. How long do you have to produce a model?
6. Do you do a lot of work at home or is it mainly at the job?
7. Is there a certain style of art that influences you and are you allowed to put that in your work?
8. Once the modeling is done for a particular project is done do you move to a different project or help with the rest of it?
9. Is there a better chance at landing a job in a certain city or area?
07 July 2003, 05:45 PM
1: Sketches, google image search, books.
2: Box modeling; blocking out the shape, flow and volume, then adding detail.
3: I'm an employee, not an employer.
4: Not really, though if the studio you are applying for uses only one software program, they would probably prefer that you know the program.
5: 4-16 hours, depending on how detailed it is (characters).
6: Mostly at work but I do things at home too.
7: As long as I am faithful to the sketches, I can change some things to make it look better. Sometimes 2D doesn't translate into 3D without some massaging.
8: Depends on the project. Sometimes I'll do everything, sometimes I'll only model.
9: If you are good you can find work wherever you live.
08 August 2003, 10:58 AM
1. photos or sketches -depending on job- necessary to have front and side view....3/4s is also nice for understanding volume. Unless it needs to be exactly like referance...usually a print out will suffice.
2. For characters: start with cube, subdivide...use edgloops and try to maintain quads. Work with a symmetrical instance to speed up modelling. For limbs and torso....anything goes from extrusions to using cut pieces of basic shapes.
3. Every employee is different...and needs different things. Show them a portfolio appropriate to the position they are looking for. Some companies want specialists...while other companies want all rounders. Best is to know the employer and what they want before you send them a portfolio.
4. most appz do many of the same things....so it depends on the employer wether they are willing to train u or not. see #3 -employers usually give requirements for the positions they have open.
5. question is to generic to be answered.
6. the company i work for prefers that i am in the office...although it is possible as a freelancer to work from home for freelance work.
7. this is decided by the desire of the employer/client and nature of particular project. Personal style permeates everything the artist does....but the artist -by nature of his profession- must be flexible with as many styles as possible in order to increase his value. More styles = more projects = more money. Styles are just like fashion...one goes out, while another comes in -its very important to constantly update yourself with trends and fashion.
8. determined by the size of the company. In a big production house...projects are divided into departments....ie modelling dept. animation dept. lighting dept. texturing dept. etc etc. The company i work for is very small....(2 artists) so both of us have to be able to do everything. I specialise in characters and animations...so i have to model/rig/texture/animate/render the characters while the other guy does the environments.
9. see #7
if u really want to be a CG artist...start at home, then look in your local community for employers and jobs...get experience. By then you will know enough about the business to know where the big companies are and which cities have the most studios etc etc. By then you should be seasoned enough to to make your own decisions...
-talent is everything in this bussiness-
01 January 2006, 07:00 PM
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