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KravenArk 2015-06-19 00:20:40 No.480837

[Missing image file: ]

So, I'm currently a junior in High School. My dream job would be to be a Game Designer and so I've been putting together pieces for my portfolio(I've been looking at Ringling for college but still not sure). I was wondering if you professionals could give me constructive criticism on this piece(picture attached). Pros and Cons? Anything to work on. This was made in Maya entirely, it's supposed to be grunge/dark image of a metro


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Anonymous 2015-06-19 00:31:39 No.480838
asking 4chan is your first mistake. second is believing you need a degree or to go to school in order get into the industry. the biggest thing i see with your picture is that its completely fucking boring. look at this metro 2033 image. it is interesting. yours is not. learn from what the industry puts out and compare it to your own

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Anonymous 2015-06-19 00:56:17 No.480839
>>480837
I go to ringling
it's a fine school, not a scam or anything, IF YOU CAN AFFORD IT-- there are tons of other options
Better options too, depending on what you want to do.

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Anonymous 2015-06-19 01:06:15 No.480844
>>480839
and also my #1 advice is to learn how to draw, so many 3D artists learn the software but don't understand appeal + design

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KravenArk 2015-06-19 01:18:32 No.480846
Thanks for the feedback, I was trying to make the image void and lifeless(that's why it doesn't have anything). I post on 4chan cuz people aren't afraid to speak their mind. As well, I can afford the school so Ringling isn't a problem I would love to hear more about it. I can draw very well but compared to my cgi, my drawing is a toddler's sketchbook

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Anonymous 2015-06-19 01:26:46 No.480849
>>480846
Yeah if you/your family can afford it, art school is not a bad idea, cause being around other artists + making connections always helps.

The reason I say learn to draw (or paint) is because you'll learn general artistic appeal, design, etc. I see people who only know 3D, and a lot of the time their stuff just looks really bland/with bad taste. It's clear from your scene that you don't have a sense of composition or drama or lighting.

FYI the first year at ringling you don't even use maya, ue4, etc, it's all foundation stuff, drawing, sculpting.

I can't say too much stuff in detail about the game program because I'm an animation student. Some of the work is shit of course, but there is good work too.

If you want to be a modeler it looks like better stuff comes out of Gnomon.

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Anonymous 2015-06-19 01:55:30 No.480856
>>480838
Not Op but making all the assets, textures and decals in the screenshot you posted and make them game optimised would probably take way too long for a single person, not to say a full game, even if it's just some walking Sim. (nevertheless Op should be able to make quality game assets)

I would recommend making single game assets and character models, making full detailed hame ready scenes is probably not your best bet. Rebuilding your room in your favourite 3d application or engine, working on it for over a year or so and posting your progress in WIP threads won't get you anywhere and doesn't impress anyone in your portfolio.

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KravenArk 2015-06-19 02:22:40 No.480860
Again, thank you so much for the input. BTW I visited Ringling for the tour and I know that the first year you don't use cgi but it's much better than wasting the first 2 years of your schooling in a state school learning philosophy and literature. OFF TOPIC but has anyone checked out Champlain College? it's in vermont and I visited(GREAT SCHOOL). What is the best thing for a student to do when he wants to show off in his portfolio? What types of art should you include when you're going for Game Art/Game Animation

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Anonymous 2015-06-19 02:36:49 No.480862
>>480856
Idk, for someone who wants to be an environment/level artist, its going to be key to have some full scenes in your portfolio. It'll show modeling/texturing ability, as well as competence with regards to lighting, composition and overall visual design that would be relevant in game building.

Characters are a separate specialization completely. It takes so much time and effort to be good at either that it's rare anyone would do both at the same time. Better to have one good scene or one good character than shitty versions of both. And with characters especially, if it isn't AAA-tier work, it's shit.

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Anonymous 2015-06-19 02:45:01 No.480863
>>480860
I have some friends who went to Ringling, they liked it and were able to get work afterwards (though this was like 10 years ago). I guess its more of a traditional school with 4-year programs etc.

For modeling for games specifically, I would maybe look more into Gnomon if you can float it (sounds like you can). Gnomon is more focused directly on game/vfx art, so you wouldn't be spending as much time doing stuff that isn't related to what you actually want to get good at. Its also in LA, which is much much closer to more game jobs, being on the West coast, than Ringling is.

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Anonymous 2015-06-19 03:15:02 No.480869
>>480860
yeah what I'm saying is that first year learning foundation isn't wasted at all because the stuff you learn doing traditional really does show in cg stuff. I know a dude who can't draw at all who transferred here, and even though he knew his way around the programs quite well his 3d stuff was simply unappealing because his traditional skill was shit so he didn't understand appeal, gesture, how to push forms, that kind of thing.

in terms of portfolio, it's pretty similar. if you have okay fundamental drawing skills you will get in, it's not hard to get into art school. Doesn't really matter what art style you do if you show fundamentals.

>>480863
this is true, we have a good amount of recruiters & connections that visit, but things are made slightly difficult because of the location. That's part of why I said check out gnomon. It's probably a better option if you have a specific idea of what you want to do, like if you just want to do character modeling for intsance. It's easier to specialize in that way at that school as far as I know. Ringling tries to touch on more bases which can be a good and a bad thing.

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Anonymous 2015-06-19 05:36:22 No.480884
make it look like this, give the lighting depth instead of having it flat across the whole scene, this is what my lighting teacher taught me when i went to VFS for game design, he was a senior lighter in many games. also add some specularity to the scene since it seems everything has only bump/diffuse :p andd yea idk what else but heres an example its a tadd too dark in mine but yea u get the idea. also add more debris

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Anonymous 2015-06-19 05:49:06 No.480889
>>480884
why does yours look darker than OP's? it's less flat but you can still barely see anything and it looks black from the thumbnail

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Anonymous 2015-06-20 00:17:55 No.481032
>>480889
i photoshopped it..? LOL..

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Anonymous 2015-06-20 01:17:18 No.481036
>>481032
I'm not asking what you did to it I'm saying it's not really an improvement because the image is still fundamentally flawed

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Anonymous 2015-06-20 03:14:04 No.481044
>>481036
and i said mine was still a tadd too dark if you read what i said at all? im saying the lighting needs more depth because its too flat all around, especially if u want to make it look more interesting. add pools of light you want a foreground midground and background in scenes or else it looks too blended together







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