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File: IMG_20170113_084428.jpg (38 KB, 1053x762)
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Hey 3,

Do any of you do technical art jobs in the entertainment/ad industries? I'm starting to learn Python in a Maya context so I can apply for technical animator/artist/director jobs.

I lost my job animating and rigging at a shitty game studio because the boss was a fucking lunatic and thought multiple people were going to give him "a million dollars" for various bullshit nonsense projects, so he couldn't pay us because he didn't get any sensible paying projects. But I guess that experience and my skill aren't enough to get me a job at a real studio now. I would do the rigging without any shortcuts/scripts since I don't know MEL/ Python.

I'll be out of money by the end of the year, so I'm hoping by then I'll know enough to qualify for those jobs, but I'm not sure if that's enough time to really learn. Just wondering what your experience is, how much you need to know to get hired, any advice on learning.

So far I've done a free intro to Python in Maya and got the Udemy Python for Maya artists course which was on sale. I hope to God that's enough because I don't want to work at GameStop.
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>>582497
>import imghdr
There, now you can check if a file is an image file. Have fun
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Get a day job. Don't wait till you're out of money.
Don't work at gamestop; Work in something involving physical labour even if it's just stacking shelves. Then you'll at least feel like you deserve a beer when you sit down to learn some /3/ at the end of the day.
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>>582556
The weird and fortunate/ unfortunate thing is that I have unemployment benefits that don't cover all my bills, but they last until the end of the year. The money I have saved is just enough to cover the difference until then. The maximum amount I could make busting my ass in a fulltime minimum wage job would be less than I get from unemployment. So I'd still be bleeding as well as lose out on the remaining ue allowance.
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>>582637
Get an (illegal) job where you don't pay taxes so that you can still get unemployment benefits.
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>I'm starting to learn Python in a Maya Context so I can apply for technical animator/artist/director jobs.
You're going to have a rude awakening my friend
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>>582651
Because of that specific job market, Python + Maya being a bad idea, or what?
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>>582653
Learning python in maya is just the tip of an extremely large iceberg. Once you've "learned" that you will 99.999% likely have a bunch of embarrassing code that you will cringe at in a few years.

To become a TD takes years of study. Years and years and years.

The only way you can get a job relatively quickly is if you happen to be some joke minority group like a black lesbian
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>>582655
Well I am a lesbean... at this point if that was enough to get my foot in the door, I'd take it.

The reason I'm looking at this specific option is because I do have years of experience in rigging and filmmaking, just not at the level a specialist would have with coding.

Still, I know what you're saying.
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>>582655
Im a black lesbian woman who was born in the body of a white male, can I get the job then?
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>>582655
Completely disregard this guy/girl? Tech guys especially with Python knowledge, even if minimal are in high demand.

No idea where this guy is working but i've done 5 years in games and 2 in vfx so far and you would be surprised at the skill level that people get hired in with just to fill these roles.

So i would say you're onto a good thing here, keep at it
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>>583058
>Tech guys especially with Python knowledge, even if minimal are in high demand.
you must be living in some alternate universe anon
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>>583058
Thank you, that is the only encouraging thing I've heard all week.
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Fellow tech artist here, >>583058 is right, as long as your portfolio is up to snuff many places don't even check your technical skill. Python should be enough to get you by but make sure you actually use it, make a tool that generates rig controls or fences or whatever, just make something that shows that you have some experience in actually developing tools.
Also, don't limit yourself to just the game/animation industry, lots of just regular tech companies are looking for TAs, I've been seeing Instagram and Snapchat make job postings for the role.
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>>583102
Would you say a lot could be learn-on-the-job once you understand a basic level of stuff?

Ideally I'd join somewhere at a lower level so that it would be expected that senior people would guide me along where necessary. At my last job I did animation, general art, and rigging and then was the only technical bridge between art and engineering because it was a small studio. So it was good that there weren't AAA expectations for the way I did things - I could do them in the ways I knew how already. But it was bad that I only learned incrementally on my own - no major upheavals or totally new skillsets.

If you look at the outline for this course (https://www.udemy.com/python-for-maya/learn/v4/content) would you estimate that's enough to know to get a job (in addition to a solid Maya foundation which I've been using for 10 years)?
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>>583174
Let me explain this to you right now.

There are TONS of jobs where the employees dont know fucking jack shit and the results suck.

If you even think of working at a job where all you have to know is python and you can learn the rest "on the job" you might as well just work at Burger King or walmart

shame on the rest of you ITT.

shame
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>>583178
got my first job in vfx by knowing python and a reasonable amount of c++, everything else I needed to know I learned on the job. oh and the results didn't suck :^)
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>>583178
CG industry doesn't struggle with talent, more often it struggles with manpower and when manpower is needed on a certain project, that is the perfect time to get in as the entry barrier will go waaay down. Once you're in, if you can prove yourself, you get to stay.

inb4 "cg industry is saturated" yes and no. it's an industry of timing. projects come and go, so do people. a project can drop any moment and suddenly the company needs to scale up and hire a lot of people fast and its hard to hire quick on a short notice.

im not talking about any freelance/online/remote bs, this is proper in-house work
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>>583178
Oh so you're the jackoff who writes all the job descriptions.

>Entry level role
>5 years of experience
>3 AAA titles shipped in senior position

Nobody said anything about not knowing jack shit. It looks like most people in the thread want to add coding to what they can do, not start with it and do nothing else.

If you even think of posting on a board where you just post whatever non-sequitur drivel floats through your head, you might as well just post on /pol/
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>>583199
fugg off

if you don't have anything to add to this discussion, go back to the WIP thread and model or texture something because we all know thats all you "hurrrr I know python durrrr" guys are -

glorified modelers and substance monkeys
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>>583204
lol blendbabby mad

thanks for helping, xir.
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>>583204
I'm getting paid 100k a year to be a "glorified modeler and substance monkey", I ain't complaining
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>>583174
Yeah the course looks like it covers the basics. Again, make sure your portfolio is up to snuff so you'll get attention from recruiters, that's absolutely the most important thing you should do.
Also think about what kind of aspect of tech art you want to do. Do you want to stick to rigging, or do you want to move into creating tools? Since you have a background in rigging I suggest you stick to that for now and make sure you have good stuff to show.
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>>582658
I was told by teachers that in order to make it as a rigger, you need to know scripting aka python.
Is that not the case for you?
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>>583222
what you don't know is that if you want to script well, you script in C# and then you're right into Unity scripting again with C#. Python is now useless
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>>583221
Yep I would probably stick with rigging at least to start. It's something I've always gotten a lot of satisfaction from, and nobody I've ever met has liked it even a bit so I see that as an opening. Plus as a character animator I know how I like to animate which might help make better rigs.

>>583222
Yeah at bigger/ normal studios. I think the difference is that bigger studios are going to have more output and an assembly line where they need all the automation that scripting provides.

I've just been setting up control rigs for my own characters/ props/ whatever for a long time, so when I got a job as an animator, that was a bonus skill I brought to the table. It was a tiny (mostly shitty) studio, so it was enough for what we were doing. All of my training in school was very broad, teaching us to be "filmmakers" (generalists) rather than specialists, so I got the basic rigging course and then moved on. Since then I have just been building on that initial training.

>>583224
But here's some Python-for-Maya-Artists beginner knowledge: C-Hashtag can't access cmds library in Maya. Python can access OpenMaya and cmds. Otherwise I'd much prefer to learn C# for the sake of game development.
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>>583225
Mate

Python in Maya is U S E L E S S

The only script worth a damn in that program is (((pymel)))

If you don't even know this by now there is no hope for you, give up immediately
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>>583227
;-;

kay.

can you elaborate at all? for rigging I've ONLY heard to use Python. For tools I understand if it's a different story.
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>>583231
Ignore this guy >>583227 Python is fine. Pymel is just a subset of the skills that people in the Maya scripting business, and is literally just MEL using Python syntax. Studios are not that picky about what specific language you use, only that you know how to build things.
Don't know why there are so many people here giving shitty advice, just keep doing what you're doing, sounds like you're on the right track.
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>>583239
Pymel isn't a "subset", it's python in Maya done right.

The docs on autodesk.com actually say that

Regular python in Maya was completely Auto generated and incredibly awkward.

Pymel otoh was made by hand over a period of going on 10 years now

Kys
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>>583246
nobody in the industry actually cares if you use one or the other. Go to /g/ if you want to argue over language superiority
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>>583336
Stay out of the industry kiddo
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>>583342
But I am in it. Sounds like you're the one who should stay out of it if you don't even know how to give good advice.
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>>583343
Get out of the industry then. All you're doing is making it worse
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This guy >>583342 >>583345 is a really sad fact of every industry.

>everything I know is right
>everything I do is great
>nothing you do is good enough
>nothing you do will ever be good enough
>critical for the sake of being critical
>your mistakes make him better than you
>treats women as malfunctioning objects
>pointing out your shortfalls gives him pleasure
>lacks understanding of team and helpfulness
>only way to teach you is telling you you're wrong and being angry about it
>seeks blame over resolution or improvement
>no concept of iterative production
>imperfection is as good as doing nothing at all, a complete failure

It's typical sociopath behavior that really doesn't fly anymore. These people used to be seen as savants, but really everyone is catching on that they're just divas. At best they have skills, but no one wants to work with them.
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>>583346
>escaped /pol/tard
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>>583345
No u
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>>583346
a pro wouldn't realistically talk about the industry in a forum with 20 posters, you are giving those people too much credit
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>>583355
>le num of posters meme
strangle yourself tonight
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>>583356
iv been browsing here long enough to know all the pros that post here. and all of them make long,educated posts. not the retarded shit you are writing.
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>>583358
>citing long winded monkeys
>has no other comebacks
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>>583360
sorry to inform you buddo. but pretty much anyone with over 110 IQ make quality posts. you can't pass off as a pro saying stuff like "monkey" or "retard"
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>>583361
you must have 109 IQ, then. How does it feel
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>>583348
Yeah, that's pretty much exactly what I was describing, albeit more succinct.
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>>583346
Yeah, it's sadly more common on places like 4chan because its easier for them to feel superior to the faceless masses.

Ah well, I hope OP has got what he needed from this thread at least
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>>583377
Thanks, I think I did.

It was also fun to be reminded of industry sociopaths. A coworker told me about this guy he worked with who was constantly an asshole and would say "I think it sucks" and "You're really starting to piss me off" in this weird nasally voice. One time at a Christmas party they had those inflatable sumo suits and got a fun little thing going with them. This guy decides to participate and goes full HAM on the other person. He broke both of the other guy's legs, and that guy to this day walks with a slight limp.

That's the kind of read I got from the one or two nuts in this thread. Just psychotic maniacs who need to make sure everyone is impressed by them.
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Have any artists here been totally on the art side and later successfully learned programming too?

Like OP, I want to ask what kind you learned and what you think would be most useful to get a job?

If I do art should I be looking at Python like OP? Or would it be just as easy to learn C# for Unity?

I'd like to make my own games so maybe that would inspire me along to learn C# better than a thing like Python or a web language?

Would I have to know a lot of it to get a starting job, even if it's not in games or is it in demand enough to get by on less? I saw a similar conversation earlier in the thread.

pic related - my hero
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>>584030
Early on when the role of technical artists were still new most of them came from the art side, artists that picked up some scripting skills here and there to eventually turn into full TAs. So yes, plenty of artists have learned to program.

I think programming is an important skill to pick up since the job market for 3D artists is kind of saturated, so having scripting skills would make you stand out. As for where to start, it really depends on what kind of job you want. If you want to go into game development and game programming, learn Unity/Unreal. If you rather make artist tools, learn Python. If you can't decide, pick up python first just to learn programming, then if you find yourself wanting to actually program your own games you will find it easier to pick up C#. The best way to really know is to look at job postings that you're interested in and work on the skills they want.

To be honest it's quite rare to see entry level TA jobs, it's more likely for you to go in as an artist/programmer and work your way up. However, this has slowly been changing in recent years as studios learn how important the TA tole is. Blizzard just recently started having TA internships this year, so there are definitely opportunities out there.




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