Ben Apuna

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  1. Getting started with AS3

    [url=""]FlashPunk[/url] is another good AS3 library for games. [url=""]FlashDevelop[/url] is a great free IDE for AS3 (and [url=""]haXe[/url] and [url=""]NME[/url] which you might want to take a look at for cross platform development.)
  2. autodesk free software

    Yeah Autodesk has been doing this for a while now. Not PLE anymore, full non-commercial licenses for students for pretty much any software they have to offer. [url=""]Autodesk Student Download Center[/url] EDIT: I forgot to mention in case you didn't know about it. Microsoft also has a similar program called DreamSpark for their software. [url=""]Microsoft DreamSpark[/url]
  3. Where to start

    I can't really recommend any good art schools lacking any first hand knowledge myself. State run schools will generally have good art programs. If you can then you should go and visit the schools you are considering to talk to the students there, to ask them what their experience has been like, and see the quality of their graduate's portfolios. Also find information on the professors/instructors that you will be learning from to see the quality and kind of artwork they have made. Whatever you do, [b]avoid for profit schools like the Art Institute at all costs.[/b] Unless you are an exceptional student a diploma from a for profit "game" school won't get you a job anywhere other than Gamestop. I'm sorry to say but looking at that Tribeca Flashpoint it looks more like a for profit school, and honestly I wasn't impressed with their student demo reel. With a two year program like that there is not much time to learn what you really need to in order to be employable. There really isn't a quick easy way to get a good education. An observation would be that the more money and effort a school puts into fancy websites and marketing materials the worse they probably are as a school. I suggest something more along the lines of this [url=""]BFA in Studio Arts - Painting and Sculpture [/url]at the University of Illinois at Chicago to really learn the fundamentals of art. All the flashy CG stuff that Tribeca Flashpoint is emphasizing can be learned on your own time at home from places like Polycount and the other sites I mentioned. Game art is a very competitive field. Without a strong background in traditional art you'll at best be a mediocre CG artist (like myself unfortunately) and have a really difficult time finding and keeping stable employment especially in times when the economy is bad like now. Another bit of advice against going to a for profit "game" school is that you are young and your interests might change. My interests have bounced from programming to art then back to programming in the 30+ years I've been alive. I think you should expose yourself to as broad an education as possible at first so that you can sample things to see what possibilities exist in life and if anything else might be more fun and worthwhile to learn. I hope that helps.
  4. Where to start

    If you're more interested on the art side of things then you're on the wrong forum is mostly about the programming side of game creation. Head over to [url=""]Polycount[/url] and/or [url=""]GameArtisans[/url] with Polycount being my preference. Some steps to take to land a job as a game artist: 1. Develop your "traditional" art skills, drawing, painting, sculpture, photography, etc... these skills will pay off huge dividends when applied to CG artwork. At 18 years old if you can afford it and want to then you should definitely go to college and get a degree in fine arts or illustration. 2. Develop your CG art skills on the side, [b]do not go to a school for this[/b]. Everything you need to know can be learned online from free and cheap resources like [url=""]Digital Tutors[/url] and [url=""]Eat 3D[/url]. For 3D you'll at least need modeling, UV layout, and texturing skills. If you want to work at a AAA studio you'll also need to know how to create high poly models to bake normal and now even displacement textures from to apply to your low poly models. Stick with Max or Maya as they are industry standards, either one will be fine. There's also pixel and vector based artwork for 2D games. That route would lead you to a job in mobile, or web based games companies. There is also animation, but at least for 3D artists if you are an animator then you specialize and only work on animation. 3. Once your art skills are at a high enough level, create a portfolio along [url=""]these guidelines[/url] and start applying for work. Good luck
  5. Wanting to Learn 3D Modeling

    If you're a student there are [url=""]free educational licenses[/url] available for most of the Autodesk apps including Max and Maya. [url=""]Voidworld[/url] is another good free alternative as well. Check the posts near the end of that thread for bleeding edge versions, as it's currently under very active development. If you really want to reach a professional standard with 3D art for games you should head over the the [url=""]Polycount forum[/url] to post your work for critique. The [url=""]Polycount wiki[/url] is a good place to find tutorials and to start learning some of the technical aspects of creating art for games.
  6. Blender 2.5 tutorials?

    Those BlenderArt magazines look pretty good. I've been trying to learn Blender lately as well. Thanks ragnarsun
  7. Blender 2.5 tutorials?

    [url=""]Blender Cookie[/url] might be a good place to look. 3D Buzz also has a good intro series going which so far is a pretty good introduction to the UI, nothing modeling specific though. Check em out here: [url=""]part 1[/url], [url=""]part 2[/url]. ralusek, (a member of Polycount) has a nice retopology tutorial, along with a brisk overview of Blender's modeling tools, see the thread [url=""]here[/url]. M. Jackson is correct about modeling being modeling no matter what software you use. You should take a look at the [url=""]Polycount Wiki[/url] for a good source of tutorials and information. Also once you start modeling be sure to post your work over on [url=""]Polycount[/url] for some serious critique, it's a great way to improve.
  8. o wise one guide me

    I'm re-learning math as well... though I never was great to begin with. [url=""]Khan Academy[/url] seems to be a pretty good resource, especially if you don't have access to a math class and teacher. It's nice to actually have a person explain the problems and show you how to work through them.
  9. That's a shame about Paint .NET, I hadn't tried it out in a long time. My current favorite for drawing/painting is My Paint. I forgot to mention a neat utility called [url=""]Lazy Nezumi[/url]. It can be used to help draw smoother/straighter lines. It works better with some apps than others.
  10. ArtRage is pretty awesome. Here are a few more apps that may be of interest to you, besides Photoshop and Painter. [url=""]MyPaint[/url] [url=""]Alchemy[/url] [url=""]Paint Tool SAI[/url] - and a alternative [url=""]English translation patch[/url]. [url=""]Paint .Net[/url] [url=""]Project Dogwaffle[/url] [url=""]Artweaver[/url] For pixel art there's also, [url=""]Graphics Gale[/url].
  11. If you need a tablet go with Wacom. I've owned two Aiptek tablets in the past and they were both horrible. You'd think I would have learned the first time, lol. To be fair though those were purchased and used between ~2000 and 2002 so things may have changed for the better by now. I also own an old Toshiba m200 tablet PC, it's ok for drawing/painting however, it's already obsolete and can't run any modern applications (Windows7 forget it...). The other problem it has is limited resolution 1400 x 1050. With Photoshop open or any other 2D application for that matter all those palettes eat up a lot of screen real estate which doesn't leave much space to actually draw or paint. The other problem is that you really need your keyboard for various shortcuts while working, in "tablet" mode there's no keyboard. I personally own and use a large 12x9 Intuos3 and it's great. The size of tablet you should get depends on your drawing style, and somewhat on the size of monitor you use it with. If you use a very high resolution monitor and a tiny tablet then that drawing surface gets mapped to the entire screen, I'm thinking it would get a little less precise when taken to extremes. Do you primarily draw with your wrist?, then get a smaller tablet. Do you draw mostly with your arm?, then a large tablet is probably right for you. Don't know, a little of both? the get the medium sized one, it seems to be the most popular size as far as I can tell. One of the best 2D artists I ever worked with did all his work on a tiny Graphire (the pre-cursor to the Bamboo). So you definitely don't need to fork out the cash to get an Intuos. Another benefit of getting a tablet over a tablet PC or other integrated device is that it will transfer over to your next PC when you eventually upgrade in the future. I hope that helps.
  12. Java Casting

    I think, int is better for counting things. double is better for measuring things.
  13. Beginner Java Questions

    Hi I began learning Java a little while ago as well. I believe the others have already answered your questions better than I could. I just wanted to add that there is a free series of lectures on YouTube about Java and Computer Science from Stanford University which seem to be very good so far (I'm up to lecture 10) and may be of use to you. The playlist for the course is [url=""]here[/url]. The materials for the course can be found [url=""]here[/url]. Free pre-press versions of the textbooks can be found [url=""]here[/url]. The Art and Science of Java is a pretty dry reading experience but I've been learning a lot by reading it and doing the exercises. I hope that helps.