I didn't get any sleep last night so this journal goes all over the place. Changes topics in an instant.
What I'm tired of in this field is the theme. Everything has to look like it was hit with an rust bomb. It takes skill make make something cg look used, or not look too "clean", but nowadays, everything is just grungy, and. It was nice when it was first taking off, but now it's just cliche. I guess we have gears of war to blame for making it so popular. But one game that I think does this awesomely is S.T.A.L.K.E.R. It's set in the apocalyptic future (What game isn't these days?) but only a few years from now. It's dirty, but not over the top. It's only set a few years from now. It's (dare I say it?) more realistic.
Anyway, I really think it's just flavor, the "in" thing for now.
God knows what the next popular thing is gonna be.
I remember when I first came to college everyone was flippin out over normal mapping (around when half life 2 came out). Having it on your resume was insta-hire. Now it's the norm. I guess what I'm getting at, is in this industry you absolutely must be on top of your game, always learning new things. What's revolutionary today is gonna be the standard tomorrow. And I like that. It's a constant reminder to keep yourself polished.
I think characters easily communicate more about the artist, compared to props and environments. You can look at someones character(s) and tell who they were inspired by, what other artists they're trying to emulate, and sometimes, who they're ripping off.
As for me making them...Personally, I don't think I'm invest that much time in learning how to do them. There's so much to them. modeling, sculpting, texturing, rigging, animating. It takes forever. I remember when taking one of my earlier 3d classes, a classmate asked if I preferred 2d or 3d. He said he preferred 2d, because 3d lacks the instant gratification. I guess I feel the same way with characters, compared to environments and props. I just don't have the patience. Maybe I'll just stick to 2d characters.
BTW, I can animate. I just can't rig. Rigging is what caused me (and a lot of people)to not get a great grade for my animating class. It was so bad that school stopped teaching rigging...which I think is stupid. A teacher said she wanted to have a separate class for rigging. But not teaching it at all is stupid. Just the thought of an animator that can't rig their own characters. But guess they're still feeding the students that "once you get a job at pixar they have riggers that rig your characters for you" line.
I don't think college is an absolute necessity. This is for anything in life. You don't need college. Period. You get what you put in. If you don't pursue learning/making your life better, then you just won't. Life is what you make it. Listen, if your work is awesome (art or not) you'll get hired. If you're better than the guy with the degree, you'll get hired. Hiring someone just because they have a degree is absurd. Yes, I've heard the "if two people apply for a job, the person with the degree will get considered first" line, and this is true. Having a degree puts you at the top of the resume list. But if the whoever looks through all the resumes and someone without a degree is producing better work, you're screwed.
I'm not trying to knock college.
I loved it. Possible the greatest 4 years of my life.
I think having a teacher is the best way to learn. Someone there you can ask whatever, and get an answer. Some one looking over your shoulder and guiding you. Helping you. Showing you what to do next. Holding your hand. College makes learning in your field sooo much easier (A lot of graduates are like "BS my college was hard). But yes, you can learn all that on your own. But it be that much harder, but not impossible.
I was working at a game company up until 2 weeks ago.
It was awesome, I loved the experience, but I literally finished my work and they didn't have anything left for me. (they work on contracts, and they're just wrapping their current games up without any more contracts in the near future).
Working with game engines was hella more restrictive than just pumping out assets (props, pieces, levels etc) in maya. But I kinda liked it. It forces you to get creative with your limitations. And each engine was different. I was working at iPhone spec, xbox360 specs, wii specs, and I really grew and appreciation for making low poly, hand painted stuff. I'm talking about making and using a texture that's 64 pixels by 32 pixels.
I love what I do, I love art, but I'm tired of being in front of a computer.
So I'm gonna be going back home. Can't afford to live here without a job, and I'm not working under the table. But the boss did seem interested in paying for me to come back over here. Spoke to him about it and he said the company's just doing bad right now (economy) and he likes my work. He likes my work ethic (Go to work, turn my headphones up headphones and pump out work for 8 hours)
Anyway,
I have plans. I've been neglecting my photography and I'm gonna make up for it.
Big time. I'll keep the game job as a side job (maybe unless he wants me to come back stateside), but I'm not gonna put all my eggs in that basket.
I just sold my car last night. Gonna use the money to get an engagement ring today.
Like I said, as much as I like learning, and seeing the fruits of my labour (learning new things and using them) I'm just tired of being in front of a computer. I Wanna be out, makin moves, hustlin, socializing with potential clients. Forever on that paper chase. With God on my side and as my witness, I Know I'll do it.








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