Is it just me or are artists breaking into the indsutry getting exponentially better? Every day that passes by the barrier to entry increases.Even students are shitting out AAA tier art. Here I am nearly 30 and grinding away with nothing but hope. I should've got into programming...........
>>625055This was always going to happen once programs like Zbrush were released to the public. The only major barrier to entry for 2D artists was the relatively high cost of entry in obtaining a rig that can run 3D modeling and the programs to boot assuming you don't know a friend with ba crack.At that point it's just having the patience to learn the steep technical learning curve and making a retopo that isn't hot shit and you basically wow people with your art skills turned 3D. The more they learn the tools the better their improvement.This is why I've seen quite a few veteran modelers emphasize the importance of at least learning basic anatomy and art design fundamentals.
amount of art positions are also going up significantly so it's not a big dealunless you suck at art of course
>>625055>internet becomes a thing>people start posting tutorials>software keeps improving>said tutorials improve as well>master-level tools and lessons are now easily accessiblewho'd've thunk, /3/??
>>625071really?I think its getting extremely saturated. most of them are temp worker making filler material assets that will probably quit 3d soon anyway. Theres are only so much position avaliable for core artists
And yet i still see the vast majority of artists with a lot of skill and technical knowledge shitting out painfully generic, boring, traash, all utilising the same techniques resulting in art that looks no different to anybody else's. The artstation featured home page area looks like it could all be made by 6 different artists.
If you really want to work in 3d and make a lot of money, learn catia v5, enough surfacing to make a rough car, and head on over to michigan. We have thousands of positions we can't fill fast enough for industrial designers, and the pay starts between 20 to 30 an hour and goes up fast from there, with a decent 5 year designer making upwards of 100 a year and some of the good career guys make upwards of 200k.Only downsides are the part turnaround is breakneck speeds so you have to get fast, and some of the bosses are super shitty (not all of em, but some)This skillet also crosses over into architectural design which pays well too
>>62505590% of all so called 3D "art" is still unbearable kitsch that does nothing for me
>>625133And that's why they have jobs. They have the technical proficiency to pull it off. Conceptual work and constructive work are two different things. You're probably thinking of the former, where people actually sit down and create, whilst the latter is just "make this look good" "okay".
>>625134im assuming you need an engineering degree? just wondering since you have to work with extreme precision
>>625134Even if you haven't got a background in engineering? I can't quite buy that.
>>625141my cousin is a senior in cad and he told me that because of the massive shortage in employees you just have to go through a quick-course in order to start working.not sure how much of that is true
>>625055>being shit at art>whining bcs other people are notthe absolute state of /3/
>>625055The reason is honestly the internet.Knowledge that previously required you to pay top $ for and go to decent universities to practice can now be found for free on Youtube. Smart students will use all the resources available to them to learn their trade of choice, and so they come out of school as if they have been doing this for 20+ years when in reality they simply watched and practiced lots of online tutorials made by people who actually have been doing this for 20+ years.
>>625071>>625132entertainment industries are often associated with passions & desires their employees had before going into training (regardless of it being comics, concept art, 3D, post-production, and even voice acting) so even when the industries get larger the amount of positions generated is way less than the number of people wanting in>>625124>>625221pretty much this, the environment in which we live might not be that great for people who suck and are lazy (like me) but it ensures the crazy people who do nothing with their time other than working their art (foregoing exercise, social life, other hobbies, even money) are the ones who become the norm in art positionsalso, while a freelancer or a studio might get in trouble for torrenting professional tools nobody is going to bother going after some random dude pirating Maya or Z-Brush to practice & study or simply for enjoyment, legal action costs money>>625135they have to cater to a manufactured mainstream taste. you can either be realistic (CoD), realistic++ (generally grounded but mixed with fantastical elements, like in Destiny or Final Fantasy 15), cartoony (either pixar or disney style), or heroic (blizzard and their imitators)Other styles exist (I personally like stuff from a dude nicknamed Grand Chamaco, if anyone knows who he is copying the sauce would be greatly appreciated since I think he is an imitator, not the creator of his style), but brands prefer to play it safe.
>>625140Engineering and design/modeling are in 2 different departments, and design modelers don't need any engineering education (though there are a few guys who can do both, and they make even more and are usually leads). Basically it comes down to surface modeling based on sketches and input from your designer or design lead, then just model In your curves and surfaces, and make sure they are aligned (g2 curvature if you want to Google it) within a .01 mil tolerance most of the time. It can be tedious work, and the pace is fast with high expectations, but the pay is top notch as far as modelers go.Trust me, I've been in this part for a few years now, and you don't need engineering degrees. You just have to know how to surface model relatively well, preferably in catia v5 or alias