sermon_of_mockery said:
Impresssive scrappy.Did you actually buy All of those programs?Student versions?
What aspect of 3d were you leaning towards,modeling,textures,scenarios?
I'm only in a jc at the moment for 3d animation,and am unsure of whats next to actually head in the right direction to get a real special effects job.Any suggestions would be fucking awsome.Whats flour sack?
No, I didn't buy all the programs. I had a few that were warez off the net, I had a few that were student versions (they were still frickin expensive since I had zero money at all in college), and then mostly they were purchased by groups that I was working with.
The internship at the FX house exposed me to Maya as part of the beta program.
I worked on a few neuroscience programs in school that allowed me to learn a lot of about neuroscience, as well as use Lightwave a lot. That was part of an NSF grant that funded that.
For my own art projects, I used a student version of 3DS Max. Animation Master I bought outright.
When I worked on Fantastic Prayers, we used a wide array of things, but were largely limited to Mac programs during the day (I would use my own system at night to do more and then have to hope that it would import over correctly).
Rhino (like I said, not animation, just modeling) is free for a bit I think.
Softimage was warez.
Am I missing some?
I wanted to get into movie special effects - had wanted to ever since I saw T2 as a kid. When I first started looking into it, people would work for a single FX shop and they would stay there for all of their projects. It was hard to get into them, but the salaries were high. You would pretty much live there (bunks at your desk) but it was fun work and cool people with the high salary.
By the time I graduated and was going to start sending out a demo reel, the workplace had totally changed - the internet boom was going on. FX shops stopped holding onto people and instead laying off most of their staff when a project was over and then hiring up again when they got a new project. People weren't really tied down to a shop and more like temps that would move around from project to project. The salaries dropped a ton, but the work level stayed high and hard - sleeping at your desk.
I interned at a place and thought I would love it - and I did - I loved the work. But the people sucked. There was a lot of attitude with people that they were the best and it was useless to try to be as good as them. A lot of backstabbing and since there is so much competition, it was a nasty environment to work/learn in. Also, being that I was low level, I had to do all the shit jobs - which until you get more experience, is pretty much all you would do. It is hard to get experience too.
I found that even though I could draw very well and was pretty good at modeling things in person clay and whatnot), I wasn't very good at it on the computer. I learned the tricks, but I didn't feel it was the same as "real" art and felt it was more just little hacks to get things done - didn't like the feel of that for whatever reason.
Textures were cool, but there is a lot of math in it. I love math, but the work to reward ratio there wasn't really enough for me. There are programs that make it easier for you, but I'm stubborn and don't like it when I have a wizard helping me, I like to know what exactly is going on. Textures have come an amazing way since I was learning it. Just Max Payne alone is about is good as some of the movies that I got to look at and see worked on (I was not allowed to work on those - I got to work on a children's movie that I'm not even sure ever got made).
I really enjoyed the storyboarding - that was cool as hell to me - but it was (at the time) pen/pencil/paper, and I was gung ho to get into animation, that was what I wanted to do.
The animation was really fun and based on pretty much everything combined. The more you knew about anything would help in animation, real life experience or watching movies, physics, math, and how the other aspects of the job - the modeling and textures - would interact and effect what you were doing - then the better it would all turn out.
There are colleges in Pittsburgh (I think part of the Art Institute) that do special effects CGI animation training.
The ones that are really highly respected are in Canada though - there is at least one in Vancuver and there are two or three in Toronto. Those have lots of connections to the industry.
The flour sack that I referred to is part of what Disney does (a great job to get, but once you are in Disney, you can't leave - or if you do, you can't go and do anything else in the industry really - no idea if that is still the case, but was a few years back).
There is a book that is great if you want to learn all about what they have done historically - it is big and pricey as I recall, but a great read and very useful. It is "The Illusion of Life: Disney Animation".
The "flour sack" idea is usually part of a demo reel - it is the idea of taking something totally inanimate - like a sack of flour - and making it come to life and look believably as it is walking around and whatnot. People do a variety of things, but the sack of flour is usually a starting point. Using the corners of the sack as the hands and feet.
The demo reel is what gets you in for an interview, and then the from there it is what they think of you. They (every FX house) get shitloads of demo reels all the time and they will frequently just throw them out before looking at them.
It (not sure what has changed) consists of a VHS tape of your work. Usually stills of your drawings, rough sketches, life drawings, ideas and whatnot. They will want to see animations - computer or not, they like to see 2D a lot since that means that you grasp the concepts and don't need the computer to do all the work through tricks.
They don't want to see Bryce, and they don't want to see work that isn't your own.
If you want to get into the game world, that is huge right now (and perhaps slightly easier to get into). That is very similar, but you should include a game on CD that you have written yourself - or rather done the work on yourself. Whether you put it into the Quake 2 engine, or if you have a friend did all that and you did the graphics.
Not as if you just made some new skins - but do something cool and new and you will catch their eye.
There are newsgroups and discussion boards that the guys read, but for the most part it is retired guys and then people trying to get in - the guys actually in the industry are all too busy to post.
There was a guy on the board that worked in Vancuver or at least BC and did XBox games. His avatar was a guy on a bike doing either an endo or a wheelie - don't recall which.
Anyway, not sure if any of that was of help or not.