Squibbit:
I’d like to do some more sci-fi related stuff ala Doom3, HL2.
I try to keep my self fresh by doing side projects not necessarily related to games. I’ve done illustration, gallery stuff, comics, t-shirt design, trade work, anything really. It’s fun for me.
When I do have free time I pretty much spend it with my family. I also try to surf or skate as much as possible. It’s important to step away from work when you can.
Ismail:
I got into the industry on a 2d portfolio. I have been fortunate to learn maya from some very talented people I have worked with (thanks Matt, Ken, Justin, Eoin, etc.). Forums and books have been a big part as well. The main thing that has helped me is the traditional skills. The best way to get your feet wet is to jump in head first.
Very soon.
Right now head modeling, body and gear, and UV’s. I hope to do a texturing one soon.
all three should be here: http://www.thegnomonworkshop.com/comingsoon.html
The length of each should be available when they are released. They’re a couple hours each.
MWarsame:
Timing has a lot to do with it. Most importantly good work in a well presented format.
I wouldn’t focus on the title of the course. Do the classes fit what you want to achieve?
It really depends on the character and the circumstances. It could literally range from 3 days to 3 weeks.
I’ve been on large and small. Each has there ups and downs. Communication is the biggest difference.
Try the game review sites like gamespot and gamespy. Alot of good stuf has been on G4 lately.
For me Maya. EA varies.
artjunkie:
That’s a long list. In short, strong anatomy, design, value, color, composition. Only show your best work. Don’t put filler. One bad peice can bring down a portfolio.
Absolutely.
Seeing work from other artists, not just games, keeps me motivated.
Very soon.
Beaneh:
There’s alot of games I haven’t played either.
I have seen that done but the final product does have to go through the preffered app. Most companies have propriety tools that you would miss out on. Also stuff doesn’t always import cleanly so you have to be aware of that.
kgb:
Maya
Headless:
Strong 2D skills definately help. In my personal opinion I think more emphasis should be placed on traditional skills. Like I’ve said previously, 3D apps are just a medium to translate those skills to. That being said everyone has there strengths. I know plenty of artist that do phenominal 3D work that don’t do much 2D at all. I don’t think it plays a factor in hiring. If the works good it’s good.
Every artist plays a big part in the final look. With so many people working on the art it’s hard not to impart your own twist to things. I think doing so makes things turn out better.
He’s probably going to hate me for this but Eoin Colgan would be a good person to ask.
Every developer uses different apps. I think Z brush is going to play a huge role in next gen.
ehulser:
Thanks Eric, I’m just at Gnomon now. Nice to here from you.
I’ve never typed so much in my life.
See you tommorow.