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>Job interview in Florida
>Went great
>I have one year professional experience doing commercial 3D work
>Fudged and said I knew a little Unreal Engine, Unity and C4D
>Friend who got a job basically said they didn't know After Effect animation for a job that wanted it, lied about it, then learned it in overhaul mode over a weekend before starting the job she now has worked at for a year
>In reality: I have made 2D character rigs and animations for a full game in Unity, I have watched a bunch of tutorials for C4D and I have only physically opened Unreal before
>I said that I have "dabbled" in C4D and Unreal
>Said I "dabbled with Unreal Particles"
>Position is as a 3D generalist, they said only one year experience is required

I already know particles systems in Maya. I have a follow up interview in one week. I don't know when the position would fully start.

I know I shouldn't have lied, but I think the follow up interview will be going more in-depth about my knowledge. They don't seem to need someone heavy on programming, just making effects, animations trees for characters and so forth, which I've done in Unity.

Can I realistically cram this in one week possibly two? I think I only need a functional knowledge. I've been unemployed for a month so I have an open schedule, what should I hit for a basics of Unreal? I'm not as worried about C4D as it seems pretty similar to MAYA and 3DS, I feel I could get up and running pretty fast.

The main things they seemed interested in was Unreal particles and rigging. I know a lot about rigging in MAYA, enough to code my own python script to auto rig a character. I also know a lot about MASH and nParticles in MAYA.

yes I know it probably wasn't the best course of actions, but they can always reject me.
oh wow. employers in my area don't even speak to you unless you have a portfolio demonstrating everything they want
First off, why the fuck are you making a thread and not cramming this shit in right now, and up until the interview? Second, are we talking about Vector particles, HLSL/OpenGL particles, or just Unreal systems? If just Unreal, you should easily be able to learn the common knowledge of particles within a week, especially if you're good with particles in Maya.

t. vfx support
Unreal "Cascade" system particles. On a bus right now.

The role they are asking says "only one year 3d modeling required" but they basically want someone who can do literally every facet of game design that isn't hard coding. Might be pretty unrealistic, but I've not worked for a true game studio before, just as a 3D generalist in commercials.

they are an expanding startup.
They also want 2d Concept Art skills, Substance painter, Nuke and a promotional motion designer.

Is this even a common role in a studio? Just doing... everything? I thought game studios were more specialized than this.
It's possible they want an art lead.

They might also be looking for someone with only one or two of those skills, but list them all just in case they can find some kind of art god who really needs a job.

Just study study study for now and try to be as smart as you can for the next interview.
The smaller the company the bigger the role of the generalist.
If you are fluent with Maya, C4d will be your friend pretty fast.

If you want to learn UE4 particles and stuff go to this channel:
It is for UE3 but it doesn't matter, 90% is still the same for particles and stuff like that.

Allegorithmics channel has tons of learning videos. Here is an pretty recent beginner video for Painter:

If you are serious and push yourself you can achieve quite something in one week, especially since you're no complete noob.
So yeah give it a try, doesn't hurt to learn all that shit, at worst you wont get the job but have learned something useful.
Thanks a million, been trucking through tutorials since yesterday and now I'm on to particles.

Any tutorials on the basics of bringing in things like animated characters and setting them up in Unreal?

The basic concepts I know are that FBX mesh and skeletons are brought in, but from my understanding, a rig you would build in Maya for instance, would not import into Unreal, and basically you're blending baked skeleton animations based on whatever state the character should be in. I'm also wondering about basic stuff like say, setting up a FPS character so that they look in the direction of the players camera.
I am sorry, i am a riggin and UE4 noob, i can only show you the general direction, with details you're on your own.
Youtube channel and official documentation would be my starting point.
You're right about the way it works in general. You export animation clips from Maya that contain the movement of your joints and the blendshape strength.

You will use Animation Blueprints to set up things like turning a character to look in a specific direction. Animation Blueprints are sort of like "real-time rigging" inside of UE. You can play and blend animations you imported, set up IK, manipulate individual joints, etc.
Wow you're really fucked unless you're good at bullshitting. You don't need to know the basics of Unreal animation, you need to know the basics of animation. A rig is only used in 3d animation software to manipulate a skeleton easier. One day someone noticed how annoying it was to rotate a dozen finger joints just to animate a fist closing, so he programmed a single control to bend all the joints at once. Then he made similar controls for other common bends or movements, thus the rig was invented. Nowadays animators keyframe just the controls because it's easier that way. Then when they export it, they "bake" the control keyframes onto the skeleton, which removes the rig and transfers the joint rotations to the skeleton.

Unreal offers rudimentary rigging controls, for things like foot IK or lookAt, but generally you are just blending between animations baked in your animation program.
>I know it probably wasn't the best course of actions, but they can always reject me.

Yes, good job completely lying your ass off and wasting everyone's fucking time.

I truly hope they make you take a skills test. I'd know within 2 minutes if you didn't have a clue in C4D.
Lying is the best option. Whats the worst that's going to happen?
You'll look like a fucking retard and will probably kill yourself but probably nothing worse than that.
This is fine, if the requirements are only 1 year of 3d modeling you should just cram what you can in the week and learn the rest on the job. They won't be expecting you to know everything you have to do and you can reference learning materials while there.
>The role they are asking says "only one year 3d modeling required" but they basically want someone who can do literally every facet of game design that isn't hard coding. Might be pretty unrealistic, but I've not worked for a true game studio before, just as a 3D generalist in commercials.

So you haven't ever really done anything they're asking for, and have no experience with the particular software they use - but you plan to learn it all on YouTube over the weekend.

Sounds like a great plan.

Hope that bus you're riding goes by a McDonalds. You'll probably be applying for work there soon.
my dudes stop being so angry at OP. you have to take risks and pressure if you want to succeed. you will achieive fuckload of nothing if you plan to stick to your comfort zone entire life.
What this guy said.

OP you sound like a pretty resourceful dude, just keep on it and fake it till you make it. The company sounds like they want some pretty unrealistic stuff already, so my bet is once you get in there you'll be able to get some pretty good experience in how to learn shit real fast under pressure. Half my career has been having a positive attitude and googling shit and testing shit out. I'm the guy known for "if he doesn't know it, he will in a week."
>I'm the guy known for "if he doesn't know it, he will in a week."

Those are the best.
Especially when you get really mad and passionate about figuring it out.

.t CEO

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