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Is a college education absolutely necessary to get into the industry?
Any success stories about someone who didn't go?
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I would rather commit suicide than go into this industry as more than a hobby
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>>599320
>Is a college education absolutely necessary to get into the industry?

Nah. What you need are contacts and a good portfolio. Education can be a means to that end, but it's only on path of many.
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>>599320
No. Take that 50 grand and spend it on books. Then devote all your time to learning your craft, talking with people on industry forums, comparing your work with professional demo reels, and going to industry events and film festivals.
Don't pay for the software if possible. Get the student version or just pirate it. You can pay for it after you get a job in the industry.
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>>599320
It helps, but in the end a great portfolio matters way more
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>>599320
>Is a college education absolutely necessary
never.
unless you want to be a doctor, lawyer, or scientist.
all other fields of work in all industries you can legit just work your way into.
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>>599320
Limmy?
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>>599320

As someone with a 50K debt from Van Art, the best school for game art. I wish I just did online course from Dylan Ekren and Shane Olson.

Learned more from with 1K class than my education itself at Van Arts.

Its a scam.
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>>599343
How is it considered the best school if you don't learn anything there?
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>>599343
I'm now looking at their programs, and they're only 12 months long? Wtf can you learn from that? And 50k for it?
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>>599346
because schools spend too much time on theory learning, same applies to other professions
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>>599369
if you dont have the theory you just end up making at most 200k a year, never even a millionare.
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The only schools worth going to are Gnomon, Full Sail, and Digipen (if gamedev is what you want to do) and the only reason those are worth it is because they have connections to people in the industry, and you'll be making friends with students and teachers (you MUST make friends, you MUST be a nice person, you MUST not be an asshole) that can get you into the biz.
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>>599392
Proof that gamedevs are dickless cocksuckers. I'd rather make 150k as real estate broker than get on my knees and suck dick like you submissive faggots do. Have fun living on bread crumbs.
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Did a paid online mentorship through a course provider and studied up a lot from other sources (tutorials, master classes, example files). Did it full time, sometimes like 80 hours a week just churning stuff out.

Landed an FX job within 7 months at a fantastic, top tier studio. No way would I ever do a degree with the intent of learning this stuff, I'd much rather do comp sci or something math related if I had to go back to uni. It would help me way more.
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>>599399
Which course provider?
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>>599326
>You can pay for it after you get a job in the industry.

Kek
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I went to a "reputed" 3D school (NAD in Montreal). I find it didn't really work, for two main reasons:

1. You're on your own. Lots of teachers either teach fulltime, or teach because they couldn't make it in the industry. Neither of those types of people are knowledgeable about up-to-date practices and workflows.

2. A general 3D curriculum will be too broad to cover anything but the basics. Unlike in 2D, 3D "fundamentals" can be a lot of things. Modeling, texturing, rigging, animation, game art, film art, character sculpting, etc. Getting to a professional level in 3D requires you to specialize in one of those things, which 80-95% of your classes will be irrelevant for.

I'm not sure if Gnomon or Full Sail are better (they seem to have decent teachers), but for me going to college to learn CG was a complete waste of time. I did fine learning online and getting help from wonderful communities such as /3/.
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>>599677
CG Spectrum. The structured course and access to a mentor was quite valuable for me coming to Houdini.
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>>599320
No, just put together a small portfolio and then call lots of companies and tell them you want to work for free. Don't bother big established companies, just go for relatively small ones that are likely to appreciate the extra labor.

It will be cheaper than education and you'll pick up more valuable experience than you would doing education.

Just do it for 6 months and then look for a paid job in the industry
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>>599866
Wat?

No reputable studio, even indie, will hire someone with no experience, for no pay, and provide them with a decent formation.

Just think about it. If they can't be arsed to pay you, will they be arsed to teach you?
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>>599894

That's where you're wrong. It's called internship and I'm starting mine in 2 months.

I have a little experience in everything, but nowehere near professional in any area, except maybe video editing.

I applied at 12 small to big studios with a pretty small portfolio consisting of Blender, Houdini and After Effects stuff and got accepted at one. I'm getting a 6 week introduction and training and then work on clients.

I'll get a measly 300€ a month (until i can work on clients and prove myself) but honestly I'd pay for being there.

It's a medium sized studio with ~90 in house people in Germany.
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>>599894
>Literally never heard of internship
Not going to make it.
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>>599320
>to get into the industry?
oh gee, it's this thread again. now we need another software thread.
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Why not getting a real job instead?
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>>599392
There's regular-ass universities whose CG/Media departments have connections to large media companies/AAA game developers/Pixar (connections to Pixar are common as fuck honestly, every place has an ex-Pixar employee). Literally just don't go to community college for it.
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>>599320

Fuck no, OP. You can't teach creativity. And there are plenty of youtube tuts on this subject. School is over priced and overrated.
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>>602916

How is it not a real job? I bet you're a blendlet who hates industry jobs because he knows he's never going to land any because of his shitty software.
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>>602954
> judging 3d artist by tool rather than the skill he posseses
Yeah, no wonder nobody hired you anon
Even having degree i'd still throw you right out
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>>599321
Why? Too many and feminists for you? Time to grow up lad, im glad fucking mysoginists like you are not getting in, me and my crew are going to change the industry and rid it of scum like you watch
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>>603712
sho bob plz
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>>603712
where did you get the idea that anon was a woman h8r from his post. lol genuinely curious.
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>>603754
A feminist killed their father.
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College education is useless unless you want to become an SJW.
You need to have 3D furry porn in your portfolio and NOT have any mention to Blender or anything made in Blender in it, and you're in.
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>>603712
You can cry all you want, but it ain't changing shit , sweetheart. This industry is dominated by men and men do 99.9% of the boring work during crunch time, mostly in non-western & developing countries. Also, men make far more competent TDs and ADs.
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>>599394
You're right and it feels bad. Why do you have to belittle us like this? We wish we made good money, everyone is just trying to get by
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>>603861
When the day comes, he will think, what have I made that brought people joy? And he’ll realize his life is over, and his life wasn’t well lived.
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>>603712
day of the rope for you soon my friend
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>>599846
hey I went to the ''portes ouvertes'' and they seemed pretty cool. Not sure if I want to do 3d thought.

What are you doing right now? Did you graduate?
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>>599846
i'll be here waiting for your reply, montreal man.
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>>603757
c'mon anyone with a brain can survive SJW brainwashing and come out unchanged.
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Depends on what you are trying to earn. I make product photos in blender for online shops and business catalogs. It's just a side business which i can barely manage to live on. Got a real job as accountant though. So the extra money from the business is nice, plus i get to shop shit salestaxfree.
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>>599916
you've hit the jackpot ive tried everywhere in london and nothing not veen a response, although your portfolio must be fucking magnificent compared to mine or the studio youre going to is shit
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>>607522
The entire fucking UK wants to work in London so you're against every graduate. There's loads of studios around the country so suck it up and move north.
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>>604577
wtf am i looking this loks like some abstract bullshit
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>>607543
It's a composition study, you amateur. Obviously, there is no point in drawing anything more complex than simple shapes for it.
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>>607547
study of a fail
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>>607550
Haha funny
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>>607551
imbeing serius gowatch some fzd and come back when you understand how composition works, im only second year student at uni in the uk and ive taught myself everything and this, i can do better than this
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>>607522
Yea I was lucky.

The studio is pretty good and well known, they make commercials for big car brands (AUDI, BMW, Porsche) and have an interactive department for online apperances for big brands in the food or sports industry.

Since I have written this, I was approached by another studio via instagram to visit them. Going this wednesday.

My portfolio is really not that stellar and what you would expect of someone doing generalist stuff for 2 years.

I have been told what landed me the internship was a orderly CV (structured and thought out), my interest in multiple things (2D Animation, Video editing, 3D stuff, general filmmaking (I've worked on Sets)).

Keep pushing, actively attack your weak areas and keep applying. Call them as well.
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>>607677
>going to university to become an artist
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>>607677
Oh really? And what is wrong with the composition study of his? And prove that you can do better.

>>607688
University for art is maybe not necessary but it is far from being worthless.
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>>607685
I'm so interested in your work if people are calling you after only 2 years of doing 3D. I know you'll probably not be willing to share it but could you at least describe the things in your portfolio?
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>>607695

Yea I won't share it here sorry.

But I can describe it:

I'm still in university, 6th semester starting soon, which I will do together with my 6 month internship.

I have around 15 self-made machinimas from 2013-2016 which are pretty shitty by my standards today but show that I started "early". That was also the time I started university (film school).

I then did some simple 3D in Blender, mostly hardsurface and pretty shitty. I stepped up my game with some "photorealistic" animations, a marble run and some other rigid body stuff.

Around that time I dove into Houdini as well, did some Pyro and FLIP stuff.

What probably got me the job was a project I worked on in Summer 2016, me and 2 friends recreated a Jaguar F-Type just from photo-reference. The studio is like I said very focussed on Cars and stuff, and my director mentioned "my car" in the interview. I'm gonna reupload the images to imgur for you to take a look at.
https://imgur.com/a/BzF6I

The past months I did a bunch of quick Hardsurface exercises, a apocalyptic artwork with a friend (photorealistic, a deserted Subway-station), modelled a german fighter plane also from photo ressources, and some other artworks.

In the first two months of 2018 I made a few "proper" assets with a HP->LP Workflow and textured them in SP. That's when the second studio followed and messaged me on Insta.

I am only starting myself and I can't give you a lot of advice. But what I can say is that you should definately don't stick with a single area and crunch years on that, get skills in a broad field with a few different programs.

Good luck anon :)




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