What is your job role and what software do you use?
certified neetblender anyone else who answers otherwise is a dumb larper don't pay them any attention
>>675378>What is your job roleI flip burgers.>what software do you useThere is a screen next to me that tells me what burger to make next... I don't know the name of the software that runs it.
>>675378right now i work at the cinema but im a trying to build up my portfolioat the moment im focusing on blender so i can get a good, broad skillbase until i see what kinds of things I enjoy so I can focus (sculpting, animating, VFX, modeling, rigging, texturing, etc)
Car designer - interiors.I use alias and vred. they are dogshit softwares, but apparently we get poly modeling next update so, i'll look forward to using it in the studio in 2025.
>>675389where do you plan on working once you've improved your portfolio?
>>675378I worked as a teacher in college teaching modeling and animation 3D. High / low poly, riggings, texture and renders and in my free time, freelancer.use Maya, zbrush, photoshop.
>>675378Industrial design / product designRhinoCATIAsometimes FormZsometimes AutoCAD
UX DesignerFigma, Sketch, Axure RP
>>675378Electronic engineerWord and excel. Blender in my spare time at home.
>>676408unemployment and blender is synonymous
-3D generalist-Publicity agency-$500 month-Max, AE, Sustance.
>>676440>-$500 monthI hope it's part-time.
- 3D Generalist at videogame outsourcing company.- Maya, 3DMax, Zbrush, Substance, Photoshop, and a bunch of proprietary game engines.Basically everything, but it depends on client's specifications. If they need the models done in maya 2015, we do them in maya 2015.
>>675378freelance 3D generalist in LA pulled 70k last year (first year fully freelancing) prob gonna pull 100k this yearBLENDER, substance designer/painter, adobe suite but swapping to resolve this year because adobe such dog shit god pls help me dont ruin substanceAMA
>Basically everything, but it depends on client's specifications. If they need the models done in maya 2015, we do them in maya 2015.But why? Could you make them in Max for example and then assemble scene/rig in maya or it's some deeper shit I don't quite grasp? I'm not working in the industry so legit curious.
>>676479>>676515Forgot to quote
>>675389>>676383low effort bait
>>676485well how did you get started in freelancing?
>>676545I was working an office job completely unrelated and working in the programs just making odd videos and projects here and there following youtube tutorials. I started hanging out with people who were freelancing or working for commercial companies either by instagram or meeting people IRL. I started just offering to help on stuff in return for learning more. Then once I started producing some work that was decent ppl started hitting me up with offers to work on larger projects. Took probably 3 years of grinding.The last year I saved up enough from office job to take like 6 months off and grind out a bunch of projects for not much money. It payed off as I had a decent reel at the end of that. Honestly, I'm older than the avg anon here so if I was younger I wish I had done this when I was college age and just picked up as many crazy projects as possible to learn as much as possible before my nose was to the financial grind stone.There is a huge gap in talent and work ethic in freelance industry. A lot of dudes we hire are completely lazy entitled rich silicon valley dudes who demand insane rates. We usually never work with them again unless they are super talented. For the most part if you are cool working with other people and work hard u can do anything and ask really good rates because sometimes just being a great team player is worth its weight in gold.
>>676475Probably from brown country like india
>>675378Weapon ArtistModeling-3DsMax, Modo, Zbrush, Maya, CAD-Fusion360Textures-Substance PainterEngine-Unreal Engine 4 A few guys at the studio started using blender two are Principal artist, one environment artist, and one Character artist and they love it. The plug-ins are amazing. I haven't really messed with blender just yet but i'm planning to once i get some free time. 2.8 looks like the real deal. got this tutorial https://www.youtube.com/watch?v=gtZ_qpmIf84and Vaughan Ling (heavy poly) has been killing it with blender https://www.youtube.com/watch?v=pIAd9TLzgoU
>>675378>What is your job rolei'm a subcontractor for a subcontractor for ubisoft. I help set up office space, plug computers and devkits and whatnot>what software do you useI plug computersThat being said it's definetly not a full-time job and I'm currently working on a rigging/tech art portfolio
>>676515In theory it should be fine, but let's say you work in max 2019 and export to maya 2015. What format do you use? fbx? obj? dae? You have to check for compatibility, check you didn't lock your normals, that files didn't corrupt, that you sent the correct file, that no other crap got imported (cameras, extra materials), etc. And you have to do this every time clients gives you feedback. So in theory it's not hard but when the studio has to integrate 1000+ props with incredibly tight deadlines it becomes a nightmare.
>>676696>when the studio has to integrate 1000+ props with incredibly tight deadlines it becomes a nightmare.That's what pipeline techs are for, aren't they? Script the boring, repetitive, rules-ridden parts.
>What is your job roleLinux Kernel developer (networking/driver stack).>what software do you use?Git, Emacs, QT Creator when I want a modern IDE. I have nothing but contempt for QT, but QT Creator is good. Try it.
>>675378does that woman have sex with the kid?
>>676755Mom for the last time NOOOOOO.
>>675378Generalist: 3dsMax, Zbrush, Photoshop, After Effects.When i´m make games, i use MMF or UNITY (depending if it is a 3D or 2D game).When i draw, i use Paint Tool SAI and Manga Studio. I often use the E-jay series or Fruitloops to make music when i don´t find any freeware i like.
>jobRigging for realistic animation>softwareMayacurrently scripting tools since we have no current projects
>>676696Thanks for answer.
Texture/Look Dev/Lighting for feature animation movies.Mari for texturing, Arnold on Katana for rendering and lighting.50k a year. Got out of college a year and a half ago.
Senior Art Director in advertising & software developmentIllustrator/Photoshop for Design/Art/UI ElementsAfter Effects for 2D motion design & animated assets for 3D stuff and applicationsCinema 4D/Marvelous Designer for anything 3D related, be it animated spots or 3D UI elementsOccasional Houdini for simulation and data driven stuffand Unity pipeline for certain apps and shader stuff75k Euro which should be somewhat around 80-85k dollaros?If you want a certain job anytime in the future focus on houdini. They're kinda like cocaine for any agency doing anything remotely 3D.
>>675380 using blender? what a loser. beta males never fail to surprise meAdobe dimension and vectary are the new meta here in san fran, get with the program.
>>677273>Adobe dimension and vectary are the new meta here in san fran, get with the program.Fuck off, Adoberithmic.
>>677275 bro that just the way it is if you want a job
I work at a 3D printing service bureau>Solidworks>Autodesk Inventor>Blender>Meshmixer>>676605Hey anon, would you mind sharing your IG or some way I can follow you? I'm going to be graduating in the end of may and moving near the LA area for an engineering office job, but I'de also like to do freelance type things on my downtime in the weekends, since I don't know anybody at all in California. Any other tips you can give?
3D Visualiser - AdvertisingC4D/Octane/AERealflow + Marvelous Designer once or twice a year poorly42K britbong>>677268I've been thinking about picking up Houdini next but I'm also worried C4D is going to chain me to a small number of advertising jobs forever and that I should rewire myself to use Maya as a default
>>675378character artistzbrush blender c4d Fusion 360 gimp Houdini krita mari marvelous materialize max maya modo mudbox quixel sai wrap3 xnormal
>>676605Freelancer, who is we? You’re onsite with a bunch of employees? That stinks. Anyone over 40 there?
>>675378Character artMaya, autocad, max, modo, blender, marvelous designer- modeling, uvs, rigging, skinning, renderingzbrush, 3d coat - sculptingsubstance painter, photoshop, 3d coat, zbrush - texturingb2m, marmoset, houdini, keyshot, cura - random shitunity. unreal - engines i mostly work withMainly modo/zbrush>blender>substance combo, but i wish for a day one package could be good at many things, outside of blender that good at a full workflow everything from maya to substance is a piece of shit gimmicky software that only excels at one thing.Also fuck me i have to pirate everything when not at work, how the fuck am i to afford all this shit
>>678024>>678045The LARPing here is getting out of hand.
>>678055seem like a normal limited toolset today for any aaa character artistgotta do highpoly so zbrush is a mustzbrush cant into anything outside sculpting so you gonna need 3d coat or mudbox too probabalycant retopo in zbrush so you will need a main 3d packagemarvelous is becoming a core for clothing so better add that toonow you need something to make textures for pbr, substance only does materials well and can only do up to 2k texture reliably, so you might wanna know mari toophotoshop/gimp is a must for anybody anywaywait, we got material stores now too, so quixel, substance designe and all other procedural crap gonna be useful toooh and substance baking is awful, gonna need a normal map baker, but not maya, will probably crash on you, so xnormal somehow still is relevantbut wait, theres more, what about making textures for texturing? materialize, b2m, crazybump and rest is a 100% must if you are even remotely serious about itfor wrap3, if you gonna do a lot of reprojection better get that too, and if you work with scans a lot for your base you might wanna learn how they are actually donemax/maya/modo/blender/cinema, you will need to know at lest one if not twoso at lest to make the very minimum requirements for a ubisoft tier full aaa modern character pbr workflow you need to know as a example :zbrush mayasubstance ps b2m marvelousunreal you will argue otherwise?
>>678041have a friend who I work with a lot, we hire help if we need it. I only go on site to shoots if needed but mostly work from home
I'm a freelance 3D generalistI started out with 3ds max 2011, then went through Cinema 4D phase making fezo designs type shit, then used Blender since I preferred modelling in thatFor texturing... I started out using photoshop, then I used quixel's DDO(it's free now btw, I think quixel suite is also going to be free soon)https://support.quixel.se/hc/en-us/articles/207439035-Where-can-I-download-the-legacy-version-of-nDo-and-dDo-Now I use substance but with them being acquired by adobe... eh...
>>675378> Graphic/Motion designer at an ad agency> Cinema 4d + Arnold, mostly for making mockups of shit + animation for video ads, music videos, kinetic typography etc.
ArchvizSkp110k a year
>>676405What do UX designers actually do? It sounds incredibly vague every time I read about it.
CGI generalist mostly focusing on character modeling and rigging (i know burn me at the stake)working in the VFX industrymaya, zbrush and substance, normie shit
>>678183maybe it's the same guy who made that thread about how he won a contest or something
>>678081How did you get started in freelance?
>>678055My bet is they are mediocre af and try too hard to hide it by learning different programs interfaces.
>>678078shoots, you do advertising?
>>678196I'm guessing you don't have professional experience then?
>>678214Wrong. Also where I work we have specialties. Don't you?
>>678212probably 3/4 of the time yeah that industry has the biggest budgets in relation to amount of work required but the deadlines can suck
>>678229Like what, clueless retards and the rest?Let me guess in which team you are in.
>>678277Calm down there's no need to get so aggressively defensive. I don't remember insulting you. Why are you so mad?
>>678326Im not even the previous guy you dumb clueless clown But your post is so retarded it insulted my intelligence
>>675378I was 3D artist for AAA videogames but I quitedMainly 3d Max, Zbrush, Marvelous and Substance Painter.
>>678365Well It's still my main skill to get a job, but If I can, I will not go back to it.
>>675378Today i learned the basics of LUA ti make games in roblox but noone cares
>>678363Which country?I'm based in the UK and interested in 3d guys who want to design games.
>>678370This board is not for finding a husband, sweetheart.
>>678378top fucking zozzle
Product designer/engineer/cnc prototyper, Fusion 360 mostly.
>>6753783D modelling, Rigging, Texturing : 3ds max and substance painter
>>678063>zbrush >maya>substance >ps >b2m >marvelous>unrealpretty fucking based desu
>What is your job roleVFX rigging>what software do you use?c++, python, sublime, vim, git, cmake, various compilers and compiler libraries, maya and a stack of custom tooling
>>675378I don't work, living off of savings and with parents.Graduated back in '08 with a BFA in Computer Animation. Now, just getting back into things.I'm using a pirated copy of Maya, Photoshop, and other things - Blender is a waste of time if I want actual job prospects.Living the good life.
>>679386Garbage life decisions.
>>678128Mostly research work, prototyping and wireframing. Every organisation operates kinda differently tho
>>679415Yes, if he had used Blender from the very beginning, he would already be wading through fat stacks of pussy and ass.
>>679423>modelling complex stuff in blenderjust
>>679427you dont know the slightest thing about what youre talking about my little child, but thats okay. go ahead and use that garbage ass blender
>>679427>speed my shit up because Blender's hotkeys are a lot better?damn the HOTKEYS are better? we got some high standards up in this bitch
>>679452I fucking love being among the select few capable of understanding the depths behind this comment. Poor blendlets, how I pity them.
Character artSpeedtree, Worldmachine, houdini, windows server, linux, notepad++, visual studio, blender and gimp. Triple A quality ofcource.
Generalist, mostly 3dsMax/Zbrush concepting however I actually built my shit in concept as the actual high poly model and then I finish it to completion and put ingame, low poly and everything done in tandem via 3ds. I'm also a texture artist of 10+ years and am basically a master at UV mapping and substance painter (I used to manually create "curvature"s for masking via complex selections and action presets in photoshop, way before people knew what a curvature was).I know fuck all about Designer though, and Blender is interesting me more and more these days.I mostly work on weapons and things and make about 5 or so of pic related per working day, won't say for which studio.Pic related isn't finished btw, this is pretty much just my basemesh from max brought in before I get started with actual sculpting
>>679497>t. Shitposting Inc.
>>680895Cover your titlebar.
>>678187Got into a community(I'll just say furry hyper vore since that's less embarrassing)got known for being the best in that communitymet someone in that community with great business sense,now I roll in the dough... in exchange for dignity
>>675378aspiring indie dev, but i make assets on unreal and unity for dosh. i use blender, zbrush, photoshop, and quixel.
I'm an architect in a small boutique firm where I manage a project from start to finish. Pencil/Paper/Chipboard to start a project.Sketchup to fine tune the designAutoCAD or Revit to produce construction documents; AutoCAD for smaller residential projects, Revit for larger residential or commercial projects.
High-end rentboyI started 3D as a hobby, but now incorporate it into my daily practice, showing abstract visuals to the tune of my bobbing and slurpingI call it the blowbuster experience
3D Artist at game companyMaya/Max3d coatPhotoshopSubstance painter
>>675378>What is your job role?Part time office slave for rich white people who do nothing all day.>what software do you use?MS Office + a bunch of citation programs.
>>675378>Project & Cost Manager.>25K Per Month (Plus bonus or another freelance littler works).>3ds Max>Autocad>Ms Project>Opus>Lot of excel>sketchup>revit>STAADBeing working since 2009, i haven't make any render on a while. This past 4 months i have been cuantifying concrete and steel for 3 houses. I like it but, sometimes I miss creating renders and scenes.
In house Lead concept artist/Technical artistPhotoshop, Modo, Unity, Substance Painter/Designer
>>683089>Not having different skillsGit gut
>>683218>random list of software packages of which there are plenty of duplicates>broken-ass english>claims to earn 25K/monthly plus bonusGee, I wonder why anyone would doubt this.
>>675378Im aiming to be a technical artist, I mainly use houdini, and I like using maya, Zbrush and the substance package. For comping Im currently on after effects mostly but Im trying to make the switch to fusion. Thats all. I'm writing wrangles most of my time tho lol
>>683775Fusion is much better than After Effects.
>>676408This but unironically.
>>683844Yeah thats true, the workflow is much better, but I find myself struggling to do simple things like masking n such. Its a bit of a learning curve as with all software lol :pI like the custom tool :D that one has been THE reason for me to switch. I always wrangle ky way out of everything in houdini so Id like to do that in fusion too
>>683847too bad in motion design where I live every studio use Adobe, and most of them never even heard of any other programs, so if you want to have a job rather than hobby, gotta learn those convoluted layers and 20 plugins
>>683848That sux man :/ here (netherlands) , there is growing interest in node based solutions like substance houdini fusion etc. so, its pretty good! Companies try to keep up with the technology or they'll drown.
>>675378>Junior fullstack developer>VSCode, IntelliJ IDEA, and I make shit in angular and spring
Lead Tech Artist for a game companymostly maya + python IDEs (Pycharm or sublime)
>>675378software developerblender 2.8. I workd on 3d as a hobbyist on my spare time.
>>683848>convoluted layerswhen have they ever been hard to learn? are you afraid of masks or something faggot?
>>675378Character artistZbrushMayaBlenderTopogunKnaldMarvelous DesignerPixelplantSubstance PainterMariPhotoshopUE4MarmosetUnfold3d+some plugins (like Yeti for baking hair cards, hair tool for blender, etc) and pretty much all the current rendering engines(Vray, Arnold, Redshift)
>>675378Contract senior developerVisual StudioI had considered becoming a 3D artist at school but going to industry meets made me pick engineering. Now I get paid big bucks so I can larp 3d modelling for fun.
>OccupationPipe layer/Office drone/Customer support>Software stackMS Word -> PDF bullshit -> JobOffice(Holte) -> Email client>Is it a good job?No, not really. We are understaffed, and yet earn more than enough money to expand. And on top of being understaffed, we don't actually have a proper way to distribute tasks, meaning we lose a lot of man hours each week. Which again makes us more understaffed.Its simple the type of enterprise that won't unfuck itself long term, because all its problems are structural.
>>683912do you actually know any of those softwares fluently or did you take a month long class on each program and now you think you know how they all work
>>683941The ones I know in depth: Zbrush, MD, SP, Blender and PhotoshopThe rest I know pretty well as far as what I use them for, but not really in depth(Like Mari I only use for texturing faces/bodies - texturingxyz workflow requires to be done in Mari and is integral for high end characters nowadays.Maya I only use for rigging/animating or rendering stuff in it, etc)I do consider this to be pretty much normal for what I do. Most studios require you to know how to use most of these, they're all part of the modern pipeline in character creation
>>675384That is Kitchen Video System software. Depends on the restaurant you're at.
>>683844how's Fusion text animation compared to After Effects?>>683911go ahead any do any shape layer animationyou will twirl forever
>>683912Why topogun? Retopo in maya is exactly the same. Also, why is Unfold3D listed seperately when its in maya as well?
>>683950A whole texturingxyz workflow does need to be done in mari, yes, but I reckon that if you only need the height you could get away with using Zbrush. Sub painter is not there yet, projection still sucks :\
>>684007Pretty much the whole organic texturing feels weird altogether in SP. It's great for everything else, but usually when I have to texture organic, I usually move to Mari even tho I hate Foundry
>>675378NEET MayaHoudini Substance when im bored
>>675378SysadminVivaldi, rdp and the suicide hotline
No Job, Currently a student3dsMax - Zbrush - Substance Painter
>>683941>>678063This is not much desu. But then we have people here claiming to know Houdini and work as character artists for AAA games.
>>678063You can learn all this in ~18 mo
>>684156>You can learn all this in ~18 moYeah, but in much the same way as learning every letter of the alphabet means you understood everything there is to read.
>>684159This is very much true. You wont get anywhere if you dont get to work in a pipeline at least for a little bit. Ive interned at 3 different (really small) companies and that's taught me a whole lot of different stuff. I had the luck of interning at a really crap one too, to get the experience of what one shouldnt be doing.
Previously Siemens NX Proctor & Gamble doing Package Design I now work with Apple still using NX. But I'm adept with every design Software.I loathe meme apps
>>684416>meme apps...such as?
>>684500Where do you rip your gobbos from? Daz, TK17, Honey Select, Sims 4 sex mods?
>>683921>I had considered becoming a 3D artist at schooldodged a bullet, it's extremely competitive and pay is shit
Character Artist (Freelancer)Zbrush, Maya, Ue4 ~ $2.5k monthly>>684500Teach me how to market anon
houdini fx artist in central europe (the slav kind) 11euro/h
>>685943OH MY FUCKING GOD you should consider moving fren thats way too little. Thats well below minimum wage here in the Netherlands. For the same kind of job I can get paid 40/hr. Dont accept the terrible wages with your skills. That is, if you have any. If you only use the fucking shelf tools you can rot away in the gutter
>>685990Do you realize how hard it is for someone to move somewhere when they earn so little?
>>686013Yes but I'd consider it a good option anyway. Try applying at a studio outside your country and see if you'll get in
>>685990I am a senior and do pipeline work too fug... how much are living expenses abroad? I spend like 500 euro a month
>>686057well actually its more like 700 when I think about it
>>686059If you wanna live in a nice appartment, look towards 1100 euros a month living cost topsWith rent being about 700 euros for an ok place without roommates n shit. You can expect good pay as a senior in the west, but please look around and inform yourself before making the jump.
Mechanical engineerBlender, Fusion 360, and Inventor
>>686194What do you use blender for? Is cad not enough? Also, why 360 over solidworks?
>>686251Design and render work. CAD is too inflexible sometimes, particularly when I need to make something that's not just a block or when it would be faster to freehand based on a few dimensions and some subdivision instead of lofting and filleting the crap out of an object for almost the same result but taking 5 times longer. Rendering work to make pretty concepts to present so it's not just sterile CAD images.>why 360 over SolidworksInventor as well as Fusion, don't forget that part. As to why - company has a license, so I use it. Blender and Fusion are my go-tos for home modeling, though.
>>686294Ah that makes perfect sense.I've seen renders straight out of cad software and indeed, they ain't pretty
>>686297Don't get me wrong, you CAN get good renders out of programs like Inventor and Solidworks for product demos and such. It's just absolutely NOT FUCKING WORTH the time and hassle and you're better off learning a completely new program from scratch and re-importing all your shit there.
Environment Artist in AAA game studio.Max, ZBrush, Substance Painter/Designer.Occasionally hopping trough XNormal and a dash of Fusion360.
>>686321>XNormal Isn't this completely redundant now.
>>686337It's still one of the most reliable options for high quality bakes and costs nothing.
>>686346This basicallyIt has a lot of neat tools and doesnt crash much except on my system that doesnt handle any kind of cpu rendering >:[
>>687048UI design tool that's browser based
>>675378> Job roleNever had a job in my life. Currently living off of my parents' money> Program of choiceBlender
>>687048Figma asshole and cum inside
>>687065I would love to have cum-shooting fingers.
>>676383All that effort to make mediocre schlock no one care about
>>676440Fugg I make $500 in a morning moving text around in premiere.
>>675378Amazon warehouse slaveBlender
>>687175Where is my pro art monitor scum.
>>676389pls say catia is russian sftr kek
Indie game devBlender, Zbrush, Photoshop, Substance, xnormal, Marvelous Designer, UE4, C++, Unity, C#I know so many fucking programs because I expected I'd have to do everything by myself, didn't think I'd actually find a team of likeminded individuals in a 3rd world country.
- Compositor, conformist and occasional pipeline janitor- 99.5% Nuke (is python a software?)I've tried on occasion to get into 3D but I can't do it, I open up just about any application, get overwhelmed by the amount of buttons, and menus, and functions, and levels upon levels of even more hidden menus and functions and the occasional node graphs, and immediately close it down.That's what made me love Nuke, that it's so clean and simple in both the UI and use. You can have a decent overview of the entire scene on one page, and almost everything you need is accessible no more than a level deep.
Motion designer, After effectsWhat's the fastest way to get useful in a 3d pipeline? Sans modeling
>>688361>What's the fastest way to get useful in a 3d pipeline? Sans modelingI don't get it :\
FX Artist at big studio(s)HoudiniNuke
>>688361Houdini, would also be a great fit for you as a motion designerLearning curve is fucking steep though
>>688361What kind of motion designer are you that you don't even know the relevant tools? You are fucked if you try and stay away from modelling completely as Motion designer. Just saying...Cinema4d + After FX is the standard for easy stuff. Houdini + Nuke is for the big boys with the real expensive and complex stuff.Blender is for the tryhards.
>>675378professional masturbatordaz3d, zbrush (great for getting dicks wider than necks down throats), luxrender
>>675378>What is your job roleDesign engineer> what software do you useAuto desk inventorAuto CADI cannot understand how you plebeians modify points on a mesh by eye like a fucking animalSeriously what is wrong with extrudes, revolves sweeps created from fully defined sketches with specific dimensions. What the hell is this get a cylinder mesh and modify it into a coffee cup crap
>>689055Because you can't fit all those "perfect" curves into real-time media without performance suffering, you nonce. Engineering, fine, go nuts and make it perfectly round, but for rendering/animation/gameplay that slows it down severely for no benefit.
>What is your job roleLead 3D Artist>What software do you useMaya, Arnold, Zbrush, Mari, Nuke, Yeti, Substance Painter, Substance Designer, Unity, UE4 and custom build stuff
>>689055Fuck off you CAD using peace of waste.. You know nothing about shit.. Go fuck yourself and make some screws!
>>675378Creative director.Final Draft, Pro Tools, Premiere Pro, Maya and Zbrush.
Editing clickbaitPremiere ProFucking kill me
>Job roleAssociate>What softwareEpicor Eagle._.
>>688472I know OF the tools, but I haven't used them much. I'm looking for the 80/20 approach, like if I spent a year learning something I could turn it into a career.>>688456Gracias
>>675378Currently: Art director and graphic generalistFuture: AD is fun, but not for graphic design, would like to get into more entertainment work>Software at work: AI, PS, Indesign, Blender, Substance and whatever coding software is currently hot.>Software I need to know for current job but couldn't work in effeciently myself: After Effects, Premiere, Maya>Software I am proficient in (practice for future job):Zbrush, MD, Marmorset>Software I want to get into once I feel ready:Houdini, Rizom UV
>>689398What genre of media do you work in? Also, where did you learn to code? Was it part of your uni program?
>>689442General graphic design atm. with a focus on ADs, print and event design. These are easy gateway jobs to get some work experience while practicing on what you want to do in the future.Oh, and the coding is just web stuff. hmtl, css, basic java etc. No actual software/game coding or the like.I took 2 years off and self-studied. Never went to any uni or institute.
>>689704Has your 2 year job gap ever raised any eyebrows with employers? Or do friends always let you in through the back door?t. sudoku'd career by taking the self-improvement pill
freelance character artist.Blender, sculptris, and gimp.
>>689755You actually use sculptris in production? Thats... Amazing honestly :0 its so unwieldy!At least get like, eehm, Zbrush core or something
>>689756i've had a few hiccups and crashes, like with turning off or on symmetry, but have figured the best ways to make it work. Honestly, i've used zbrush, and i like that this is just what i need, especially with how easy it is to implement and use custom brushes.
Architectural Designer/RendererRevit, AutoCAD, 3ds Max, Sketchup, Rhino, Photoshop, Illustrator$88k
>>689754If I am being honest I probably was quite lucky. I had jobs at two companies only so far. The first one was just a small 3guy studio they did not care. The larger one I am at now did raise both eyebrows yes. If you have atleast some sort of stage presence and can explain itself its not hard though.Everyone knows private schools are a ripoff and public ones (when your country even has 'em are dogshit) I give a final consent on applications myself now and usually don't even read all those stories people write on them. If the work is solid I'll give them a chance to represent themselves, regardless of their background.
>>689782That's reassuring. I gave my notice before getting a concrete offer from another studio and the plan fell through, I was visibly (and vocally) burnt out by the end so returning wasn't an option. You seem to be in a better place mentally, I'm sure your career moves will pan out better than mine did.
>>676389did you study any degrees for this what is it like am looking to study bachelor of industrial design at uni location?
Concept ArtistPS, Zbrush, Blender
Product designerSolidworks, MoI3D, Rhino.
>>678063>seem like a normal limited toolset today for any aaa character artist>gotta do highpoly so zbrush is a must>zbrush cant into anything outside sculpting so you gonna need 3d coat or mudbox too probabaly>cant retopo in zbrush so you will need a main 3d package>marvelous is becoming a core for clothing so better add that too>now you need something to make textures for pbr, substance only does materials well and can only do up to 2k texture reliably, so you might wanna know mari too>photoshop/gimp is a must for anybody anyway>wait, we got material stores now too, so quixel, substance designe and all other procedural crap gonna be useful too>oh and substance baking is awful, gonna need a normal map baker, but not maya, will probably crash on you, so xnormal somehow still is relevant>but wait, theres more, what about making textures for texturing? materialize, b2m, crazybump and rest is a 100% must if you are even remotely serious about it>for wrap3, if you gonna do a lot of reprojection better get that too, and if you work with scans a lot for your base you might wanna learn how they are actually done>max/maya/modo/blender/cinema, you will need to know at lest one if not two>so at lest to make the very minimum requirements for a ubisoft tier full aaa modern character pbr workflow you need to know as a example :>zbrush >maya>substance >ps >b2m >marvelous>unreal >you will argue otherwise?Why use zbrush AND mudbox?