[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k] [s4s] [vip] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Home]
Settings Home
/3/ - 3DCG

4chan Pass users can bypass this verification. [Learn More] [Login]
  • Please read the Rules and FAQ before posting.
  • There are 7 posters in this thread.

05/04/17New trial board added: /bant/ - International/Random
10/04/16New board for 4chan Pass users: /vip/ - Very Important Posts
06/20/16New 4chan Banner Contest with a chance to win a 4chan Pass! See the contest page for details.
[Hide] [Show All]


File: 3 talking.jpg (151 KB, 1200x590)
151 KB
151 KB JPG
How good you need to be these days, to enter at a big studio as, lets say, 3d character artist or 3d modeler?

It seens really hard to go there, specially if youre new into this now. Was, like 10 years ago, that hard? its almost like "Oh you wanna be a character artist? well you can work here, if you have 10 years of experience, and shipped a AAA title heehhehe"

Maybe working as 3d modeler these days is only available for the talented ones? Like, theres no space for the good ones anymore?
( i mean really good ones, but still its like not enough)

I'm about to change my mind now, maybe i was too naive.
>Was, like 10 years ago, that hard?

>How good you need to be these days, to enter at a big studio as, lets say, 3d character artist or 3d modeler?

your work needs to net at least 40 likes each in artstation (without like farming)

>theres no space for the good ones anymore?
the industry is not expanding anymore, just go for something safer like after effects + houdini because that can branch to other industries
your work needs to net at least 40 likes each in artstation (without like farming)

Not really true. I've had less likes on most of my stuff and almost all AAA studios i've applied to thought my portfolio looked good.
Problem is being able to work at the same pace and consistency as somebody with 3 years of experience, when you have none.

i see... what about 3d animation? Is that competitive and hard as a Character Artist?
Could that be 'safer' aswell?

Good luck man, i know you can do it
animation is safer than any type of modeling.
in modeling there are lots of factors like shading,texturing lightning etc that are easy to fuck up. and if you make high resolution shots of your 3d renders people will nitpick the shit outta them. in animation there is more room to maneuver because there is less things to know other than the fundamentals themselves
3D student with a little bit of industry knowledge (but not necessarily much) here.

The hardest jobs to get are probably character art and modeling, to a degree. AAA studios have very high standards for those, mainly because there's so many people doing it. There's a ton of "regular" 3d modelers (think the guys who model hero props, environment stuff, etc) so they tend to go for the best or outsource a lot to other studios. I've seen a few juniors get hired at big studios (WB, Ubisoft, Bethesda Montreal) with mediocre-to-decent portfolios. But there seems to be a greater demand for "level artists" (placing the stuff other people have modeled" than "prop artists" (modeling the stuff), especially at big studios.

Character art is a bit different - there's not that many people who are really talented in it but the bar for entry is really high, because character quality is so important in games (you tend to notice much more when stuff is done badly or by someone inexperienced).

Circumstances are a bit different for the two but you'll have to git gud if you wanna work at doing either. You don't have to be godlike (the people who hit AS frontpage with 500+ likes every time) for environment modeling though - most environment art in game doesn't get as much detail and polish as what these guys make anyway.

There's some jobs with a much higher demand if you're interested in them. Animation is fairly decent (some people say it's competitive, but I see a lot of job postings for it and not many people seem to be interested by it in school). FX artists are in *huge* demand (you will basically get a job guaranteed). Technical artist is something else I see a lot of job postings for, but I'm not sure if there's really such a thing as "junior tech artist" or if it's just something you specialize in after working in games for a while.
Also you don't need Artstation likes, some great stuff on AS just doesn't get noticed if you don't have a lot of followers or don't promote elsewhere to get it trending.

Nice explanation. I think i will stick with animation, for games and movies. I'm trying to be a decent environment artist or character artist, but my stuff is just decent to bad. And i dont know why but i never felt that love for this 3d modeling, i just like that. Maybe just like isnt enough to be hired, Damn i dont know hehe

Do you think i should just focus on something, like just animation, or is it better to keep training everything? Be a generalist or be professional into one field only? (with the objective to be hired by a studio)
generalists are bottom of the barrel.
if you already have modeling skills, it will help you to understand how weights work.
If you do something that you love, you'll find it a lot easier to apply yourself, dedicate a lot of hours to it, and eventually become good and succeed. Art is a labor of love, you won't succeed if you don't enjoy doing it (except maybe webdesign).

*Unskilled* generalists are the bottom of the barrel. A trained, competent generalist can be very valuable to a small or medium-sized studio because it means you can solve problems in multiple areas and lead a multidisciplinary team. When starting out it's much better to specialize (so you at least have one strength to rely on), and AAAs only really hire juniors for specialized positions anyway.
lets be realistic here, generalists need reputation to get around
maybe after a few years in the industry you can offer yourself as a generalist
How deep does specialization have to be? Is it like, "I specialize in environment art", or like "I specialize in rock sculpting and foliage"?

Anyway, I also wonder about that question from OP. I just got megadepressed today because I'm realizing I completely lost my direction in life. I'm learning 3D, but the industry is almost nonexistent here. I constantly ask myself if I am wasting my time and if this is really something I would like to do, because it was, really, a pure coincidence - I didn't think much about 3D before, but I had one introductory class in college and from there I just saw an artistic potential and started working on it by myself. But I don't know if I have what it takes, and I already have much more developed skills in other areas which are now standing still because of this.

I hope I'm not heading in the wrong direction, but I'm not sure about that anymore.
>How deep does specialization have to be?
that's a complex question, the general idea is that being a specialist you have more perfecting your skill, and this time is not wasted on anything else.

>I'm learning 3D, but the industry is almost nonexistent here.
yep, jump ship. trust me i was in a similar position then i realized 3d graduates here are absolutely fucked and no one is talking about this (to save face).

everyone here on /3/ will tell you to git gud etc, but most of them haven't gone through the rigorous process of job searching and networking.
want to test you odds? do a local job search and see whats trending.
You don't want to specialize too deep because you never know what you'll be working on, and you'll obviously have to adapt a bit from one job to another.

"I specialize in environment art" is fine, aside from that I'd say to definitely focus on a single artstyle (generally either realistic or stylized) and apply for studios that rely on that style. Specializing in a genre might also be something to consider, there's a big difference between a clean sci-fi laboratory using trim textures and master materials, and a TLoU-style abandoned shack with vegetation and a bunch of sculpted destruction. If you *only* do trees I think no one will hire you, but if you really like to do trees, rocks, landscapes and a couple storytelling elements (ancient stone statues, log cabin) you can put together a pretty nice environment artist portfolio.
If you're talented enough companies will help you relocate. If there are no jobs in your area you can always look for some elsewhere.

I would say 3D is a job where it's very possible to succeed if it's "the dream" for you, but if it's not then there's a lot of other factors to consider.
OP here, thanks for all the info guys. I'm about 99% sure i'm going to git gud at 3d animation now, going to specialize at it.

You see, in my country if you want to work at industry here, you better be a generalist, because theres not a lot of market in here, and people will pay you to do more than modeling, more than animation, and so on. And thats sucks, because the market here is for Publicity, not movies or games (movies and games is way better than publicity shit).

I don't want to animate a fucking milk sack, or a talking rice sayin "come on eat me, its good for health" lol. I want to do stuff, big stuff, so i guess being specialized at animation is the way.
if the market is focused on commercials + publicity is suggest you learn vray rendering alongside your animation skills.
you don't have to be a expert in modeling, but it would be nice if you could do pic related in 6 months
At least 4 years of experience, not even to fill the requirement, but to actually know some industry standards + solid portfolio that is better than 95% of other people + at least 1 shipped AAA title.
Sad thing is, you have mych greater chances if you're minority or woman, and i speak from experience, i helped HR in few cases, and was stunned that the more no-white person was, the more enthusiastic HR was about it, even if work was shit.
Also, no need for talent unless you're doing stylised shit (like handpainted) - you can land a pretty good job (~40$/h) just having an austistic skills in hardsurfaces and texturing, and it require just a lot of practice, not talent.

Oh, and as someone mentioned before, networking help - do projects, have linkedin and artstation, start in competitions on forums etc.

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.