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#Actualpapi0t

Posted 05 December 2012 - 11:39 AM

Although I am not an artist, I only heard good things about Blender and K-3D. Your requirement is to build a portfolio. My suggestion is to pick one of the above (let's say Blender) and start doing 3D art.

Once you know how to use one of them, when you switch to Maya or 3DS you will probably know how to use at least 75% of the features. There's a similar analogy in the programming world when it comes to IDEs - should I use a free one or a commercial one. In the end, it doesn't matter that much. What matters is the end result. These tools you can learn as you go along.

Think about this as learning to drive in a cheap car vs learning to drive in a BMW M6 - you can achieve the same result with both Posted Image

In terms of what game developers "prefer" - well this is very specific per project. Some game studios even have their own custom data files, so you shouldn't worry too much about what programmers prefer in general, but focus more on your actual art.

#1papi0t

Posted 05 December 2012 - 11:37 AM

Although I am not an artists, I only heard good things about Blender and K-3D. Your requirement is to build a port-folio. My suggestion is to pick one of the above (let's say Blender) and start doing 3D art.

Once you know how to use one of them, when you switch to Maya or 3DS you will probably know how to use at least 75% of the features. There's a similar analogy in the programming world when it comes to IDEs - should I use a free one or a commercial one. In the end, it doesn't matter that much. What matters is the end result. These tools you can learn as you go along.

Think about this as learning to drive in a cheap car vs learning to drive in a BMW M6 - you can achieve the same result with both :)

In terms of what game developers "prefer" - well this is very specific per project. Some game studios even have their own custom data files, so you shouldn't worry too much about what programmers prefer in general, but focus more on your actual art.

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