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Tips'n'Tricks
The Tips in detail |
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"Any good 3D schools?" |
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William Waizenegger thinks: I'm in the process of graduating from school for computer animation and, if I had the opportunity to keep going, I would in a heartbeat. Keep in mind that the 3D graphics industry of today is more than just knowing any program inside and out. In fact, it is really a very small part. Sitting at the computer to push and pull vertices is something that takes place well downstream in the process. Today, you have to know the artistic side just as well. For that, you have to choose a school that combines a full compliment of art classes as well as computer classes. I'm talkin' real pencils and paper, etc. Today, you have no choice. In my school, there are times when potential employers come to visit, scouting for talent. And, yes, they do look at sketch books. Now, which school to recommend? Well, you could go to Pixar's site and they will recommend a whole bunch of the most expensive schools out there. And that's cool, if you have the money, time to wait (many have waiting lists), and the art portfolio to show. The problem is that the industry is in a bit of a slump for new hires and that can be a bit of a problem when the time comes to pay off the school loan. Yes, a good school will help somewhat getting your work noticed but even a good entry level job in a great high-profile company may not help money-wise (especially if you have to move to a city like L.A. or New York). Not to worry. If you are that good, the industry is (to my knowledge) still driven by the all-mighty demo reel. That is the proof of pudding to get your first interview (they may still want to give you some sort of test to see how long it takes you to get work done, or to see if it was actually you who created that demo reel in the first place ;-)). So, even a lower-to-medium cost school can get you where you want to go. Very important: It's what YOU take from the school that is ultimately important. YOU are the one who has to do the work. YOU are the one responsible for what you learn. You cannot blame the school's reputation if you don't learn enough because, no matter which school you choose, it is YOU who has to practice and work. YOU who has to do all the individual research (internet and after-market books). The school can only push you to learn and provide the creative atmosphere to encourage you. Now, I'm not going to sell you on my school since that is not my job, although I do feel I got quite a bit out of that place and would sign up again. If you want, though, and e-mail me privately, I will let you know what school I attended. What was nice, though, was the fact that I didn't need a portfolio to get in. It did make me nervous, since I had never drawn or painted before. I did, however, discover that I had a talent for art that I never knew that I had and, that's a good thing since it is a requirement in this industry. And still, I got (in my humble opinion) very, very good at this stuff. School got me out of the vacuum I was in trying to learn this stuff on my own (I, too, am a career changer) and put me in direct contact with other creative types (students and teachers). Please forgive my endless rambling, but don't underestimate how important school is. Paul LaSalle thinks: Just because you can push a mouse button or think you know how to use a certain software, that doesn't make you an artist. Most companies want to see if you have a good concept of drawing, design, color theory, storystelling ability, and character layout; they want to know that you practice art outside of things that you have to do for school or work or whatever. They also want to see your unfinished sketches and your finished pieces to tell them something about your thought process and problem solving ability as it relates to art. Personally, I usually fill up a sketch book in about a week or two, I always have one with me, and most of the time its not life drawing that I'm doing but actually sketching fantasy/sci-fi ideas before I forget them. Here's an example for you: Industrial Light and Magic came to my art school to do a presentation and portfolio review. There was a guy who was in his first semester as a 3d student, and had really not taken any 3d classes yet. He missed the presentation because he thought that he wouldn't have anything impressive enough to show. After the presentation was over, the representative from ILM saw him sitting in the hallway drawing. He asked to see his sketchbooks. The guy was a complete Star wars geek, not only did he show the rep his book, but pulled 2 more out of his bag that were completely filled with Sci/fi characters and ships. They offered him a position on the spot as an entry level texture artist and modeler. And the guy told the rep that he was a first semester student and didn't know much, the rep said it didn't matter because anyone can learn to push buttons, Art is something you either have or you don't. The guy still turned the rep down, he wanted to finish his degree, but at least he made a great contact. So I most definately believe in the validity of sketchbooks. Paul LaSalle compiled with hints from: |
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