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Hey guys, I was curious if it's possible/feasible for a company to hire someone just for their 3D modeling ability. I ask because right now I can model but I can't texture to safe my life. I've been working on it but if I could find a job just doing that for the time being that would be great.

Not talking about a AAA Developer studio because I know that would be a No. I was talking about more like freelance work or for smaller developer studios.


Thanks!

Pic of a tree I made.
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>>517627
I wouldn't worry about it.
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probably, shits divided up anyway.
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>>517627

You can with things like cad. You have to be an absolute god to do it in games or movies tho. The high end stuff tends to get more procedural and use things like scans.
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ill be completely honest here

you are a 3D modeler? expect to eat shit. people want to save money on certain things like textures and animations so they think (in their mind) that its unfair to pay several people for the production of a character.
i might be wrong but this is what i feel
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>>517643
>ill be completely honest here
>...
>you are a 3D modeler? expect to eat shit
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>>517627
dude
if you can make something like this
https://www.artstation.com/artwork/VBeEZ
https://cdn0.artstation.com/p/assets/images/images/000/069/216/large/005_SatyrSculpt_02-A.jpg?1400267295

you will get a job even if you are blind deaf and communicate through loud farts, even without sending a cv
but forget about in in small studios, people there dont have the manpower to split models onto multiple artists

honestly even your modeling feels very basic, i mean what do you expect? if you cant take a model from concept to ringing stage then why would anybody hire you?
at ubisoft while working on ass creed someone will give you a blocked out mesh and expect you just to sculpt the clothing before sending it to someone for retopo, but at some mobile indie or even at a crappy studio like riot you will be given a concept, if even that, and you are to fart out a finished model in the standard 2-8 weeks
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Not OP, but personally I prefer sculpting organics, I'm just worried that people won't hire me since the only real mechanical sculpting I have on my portfolio is Metal Gear Rex.
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>>517832
the fuck is that pile of shit?
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>>517833

This x1000.
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>>517841
>>517833
Have you ever played any of the oddworld games? it's a creature called a Scrab.
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>>517627
You're more likely to get a modelling position at AAA than indie as they can afford to hire specialists. But there's also a difference between concept sculpt and production work. You need to know which you are going for .
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>>517627
If you can model/sculpt you can easily transfer those skills to texturing with today's tools, but don't expect to be hired based on modeling alone unless you're a god at it. It'd be easier to just learn to texture.
Indie guys are more likely to want lower-poly models with traditional-style texture work than baked-down sculpts, though. Maybe if you're lucky you can find a team going for a "Stylized" game that is light on texturing, that's turning into a popular style, as is that "Low-poly" blender tutorial style that everyone thinks is what Low-Poly means these days.
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Don't expect to get a job strictly as a modeler. Learn to texture and you'll be a lot more employable. Even if you're horrible at art, you can still learn procedural textures and shaders and stuff. When I was in school I wanted to be just a modeler but I learned that those jobs aren't really out there.

I'm a 3D artist at a AAA game studio. I don't know anybody here who just makes models. If we needed a bunch of models we would probably outsource that shit to India or something but even then it's probably not worth the effort. It's better to hire somebody who knows how to get it done correctly from start to finish.
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>>517863
Faux-poly looks fucking weird in motion, it's been used in a couple games and it's really jarring to actually "walk around" in a faux-poly world
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>>517627
I remember one of freelancer modeller for dota2 workship said when she was working for RIFT mmo they asked for a lot of things to do during the interview. From hard modelling, sculpting , texturing to rigging.

You are required to know how to make a finished product to get the job otherwise might as well trying to get hired as intern.
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>>517863
don't bother making low poly as your primary dicipline.
Nobody will hire you unless you join an indie dev at the start and hope to make money once the game finishes, most of which never will.
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>>517832
>baby's first monster sculpt
why do they all look the same
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>>517627
If you're working with a small studio, they'll expect you to handle modelling, texturing and rigging. No way to get around this.
Large studio got positions for modelling only gig, but you'll be competing with some modelling pros for the same spot.

In short, no, you won't get any jobs.
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>>517710
holy fuck, this is overdesigned af
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>>518526
that's what asians and idiots think people want in the 3D industry

therefore, it's demanded.
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>>518548
>>518526
Is there any production that actually uses these kind of "software box" models?
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>>517710
I feel bad for the poor fucker that has to do retopology on that thing.
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>>517627
i think you'll have a real hard time trying to find employment if you cant texture what you model, its like if a pastry chef could make pies but not cook them.

Employers want to see that you have lots of skills so that when theres a lull in one area, say modeling, then you can move on and do texturing/rigging ect.

Also knowing how an object is going to be textured can dictate how the topology is used. And its way more efficient, texturing your own stuff because you already understand how the uv's come together, instead of handing it to someone who has to figure it out from scratch.
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>>517710
No company wants a one trick pony. You need to be able to do multiple steps of the pipeline
Sure you can sculpt a face or some demon thing, but you can't texture, rig or at least fuck around with the materials, what good are you?
This isn't even that good.
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>>517832
needs some work on the legs, they should have the gastrocnemius higher up on the leg, the needles also need shaping and the jaw looks like you made a mistake and couldn't fix it.
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>>517627
My friend work at a studio in NY, the employer said he was pretty much hired because he was the only modeler applying that could texture decently.

A fantastic model is great, but a nice model with some nice texturing on our demo reel is much preferred
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>>517710
this is a texturing nightmare
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>>519574
> texturing highpoly
are you a lel ?
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>>519575
How else would you texture it?
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>>519580
export the model to max and retopologize it
then bake the the sculpt detail to the new model
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>>517627
It's totally fine. Really the bigger the studio the more niche your job can be. I purely do environment modeling right now. But my studio is 550 ppl and I'm working on a movie soooo.



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