Aspiring Game Industry Artist; where do I begin?

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13 comments, last by DaveTroyer 11 years, 4 months ago
^^ thanks :) yeah, i think i will stick with blender for now and make what i can in it. when i get the 200 dollars to spend freely I will just outright purchase 3ds max and hopefully eventually maya, but I need to prove to myself first that it's something I can do. blender looks very powerful and complicated, I'm not so sure why its viewed as a step down from the others but i suppose that is something one wouldn't understand being a beginner.


thanks for the replies, guys!

can anyone confirm that my list of sites is solid, or can tell me any other sites to join/go to for reference that I might have missed? to reiterate for posterity, my list of sites I was able to find is:

For community:
-this site!! (gamedev.net)
-CG society
-Polycount
-DevMaster
-GameArtist
-GameArtisans
For tutorials and hands on learning:
-3dmotive
-Design3
-Digital-Tutors
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For the community forum, you have them all. You can add 3DTotal and CGHub and also Dominance War which is a competition between all these forums :
http://www.dominancewar.com

Just browse them all and pick your favorite to ask questions. Oh and check the "Pimping and Previews" and "Showcase" sections of the polycount forum, you can learn/view interesting things :)

http://www.polycount.com/forum/showthread.php?t=87797

Shamelessly taken from a JTippetts' post :)
@DokujiSoul - I hope you don't get offended by how blunt this community can be, but we all have the best intentions here. The real world is harsh and as such, nearly everyone here doesn't sugar coat things. That being said, welcome!

Now, to my advise. biggrin.png

  • Be more direct! Having an extensive vocabulary is one thing and communicating well is another. Future employers will appreciate understanding you over a triple word score.
  • Don't get discouraged! So you were going to one of the big name game schools and things got rough and you're not quite old enough to get student loans on your own. It sucks, I know. But in the mean time, work on your portfolio and practice. Once you're 25, you can get a student loan without your parents income factoring in, so that's the time to jump back into school. You're still young, so don't fret. But yeah, go back to school.
  • Diversify! Again, you're young! Try your hand at everything out there you can get a hold of and who knows? You might find something else that really gets your motor going.
  • Keep yourself in check! When working on your portfolio, you'll get praise and criticism. Both are good, but in my experience, I suggest you ignore the praise completely. It only helps to develop an ego and take you into directions that might not be that helpful in your journey into this industry. On the flip side, don't let harsh criticisms hold you down. They are just helpful little pointers on how to improve that are poorly communicated.

So there's my short list of where to begin...or really just advice on life or something...

Oh and don't buy 3dsMax. $200 is for a 90-Day license. A full license is $3,675. So yeah, I would avoid that route. Instead, use Blender. Its pretty easy to use and its free. And when you get back to school, just sign up for a 3 year student license. Those are free.

Hope that helps! biggrin.png Good luck!

Check out my game blog - Dave's Game Blog

^^ lol, thanks Dave!

-no, i hold no grudges against Frob or anyone else around here, I get what you guys generally try to tell people. but I definitely think he completely misunderstood me the first go around. I am very much decided in my mind and heart that this is what I want for my life. so damnit, AVAST in the general... THAT WAYS direction, ho!!!!! *points towards the sea of game industry.

as for the clarity thing; I think part of the reason my original post was so long and perhaps hard to follow is that I have so much passion welled up inside me about this, and it becomes so frustrating not being able to deliver on it, to the point where i just end up spewing random details and spur of the moment feelings on the subject. when it comes down to actually writing an essay or verbally communicating, I can do that pretty well. tongue.png

^^ you know, as far as school is concerned; there is definitely a part of me that knows I should and would like to go back and get the education. it was a right place, wrong time sort of thing for me. I know it will be an even bigger commitment doing it all on my own, but I'm ready for that. I've kept in touch with one of my professors there, and he had some inspiring words for me as well on the subject.

The scariest part of this whole endeavor is the "am I good enough" factor. I struggled with this a lot at DigiPen, when I saw the work that some of my peers were producing while I was just barely able to keep my head above the fray and pass all the classes. In fact, this is part of the conversation I had with my former professor there, and he told me that he would never have passed me if I wasn't good enough to go on and succeed in the industry. this was really, really inspiring to me.


Diversify - Try out everything? what exactly do you mean? everything in the world, or do you mean diversify with different game related undertakings to see which really sticks with me? I hope the latter because, if it's all the same to you, I am going to ignore anything and anyone suggesting to me that I should give up my dream of working in the game industry. I can say that throughout the last few years of my life, which have been very rough, the resounding and emphatic lesson I have derived is that I cannot find happiness in anything other than being true to myself. living to please others has left me miserable. And as I was trying to explain before in my initial rant, Games have never left me. they have remained a great passion and interest to me my entire life, and I just have this inner call, this feeling I can't quantify but I know it exists, that this is what I have to do with my life.

criticism- yeah, I know. They taught us that at DigiPen too. most of what I make is crap, I'm aware of that. lol! but I also understand that through trial and error, perserverence and process, I can refine a piece into something I am proud of, and hopefully, others will be too.


oh dear, i had no idea 3ds max was that expensive sad.png and i'm assuming Maya is even more so??

yup. blender it is for now.... >_<
@DokujiSoul - Good to hear you're going to keep going! And I won't ever tell anyone to not pursue their passions.

When I mentioned diversify, I meant to expand into every aspect of art you can think of! (And believe it or not, there is art in everything! biggrin.png)

I'm an artist, too. And I have a horrible addiction to drawing on dry-erase boards and doodling cartoon-y stuff when I'm just goofing off. It takes seconds and is a great way to joke around and be social for me. Well because of that, some of my peers in school thought I was a one trick pony that wouldn't get anywhere serious. Little did they know, I have a pretty diverse past with oil and acrylic paintings on display in galleries and government offices, vector illustrations in tech industry installation guides, and water-colors in children's books and novels. I've done high and low-poly character models, animations, texturing, sprite work, environments, and concepts in my game development "career" and I don't think I would have been given a chance (or succeeded) at those aspects of game art if it weren't for my other experiences.

Now, I got my experience from trying to stay afloat when I skipped going to college after high school, but that's not to say you can't explore different aspects of art while going to school. And that's I guess what I'm trying to say. Think of art as an umbrella. Game art is under that umbrella. It's like knowing how to model a more realistic human form because you spent time working on figure studies with charcoal or how to make a better digital concept because you spent hours making marks in acrylic paint.

And another way to help support your art is by knowing more about life and the way things work. By spending time learning anatomy, you can model characters and draw concept art better. By learning physics, you can create more dynamic and believable animations.

So yeah, take in as much as you can is one piece of advise I give to every artist looking to better themselves.
It'll really help; trust me. biggrin.png

Check out my game blog - Dave's Game Blog

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