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580875 No.580875 [Reply] [Original]

>tfw have a chance of working both in the game industry and film/vfx industry
]
Fuck what do i do, this choice i have is literally killing me slowly from the inside, i don't know what to do. I am 24 now, i don't want to be 40 and be like "the decision i made 16 years ago was fucking shit what a fucking retard i was", if you were me what would you choose?

>> No.580880

In what role? Seems to me like if you're already in a position where you're able to choose, it won't get harder to switch to the other later.

A lot of the skills you learn apply for both. Even more so with how powerful realtime is getting.

>> No.580886

>>580880
in the game one i would work mainly animating assets for the games with Maya i think and some sort of additional UE4 work is avaiable (which isnt a problem for me), for the vfx one it is usual NUKE shit, but thats a fuckton of fun too for me. Don't know the details because those were things i was just talking about with friends who are into the biz but it sounds nice. both of them, sadly.

>> No.580887

>>580886
That actually doesn't sound very related, I guess. Are you meddling in both and looking to specialize in one?

>> No.580888

>>580887
Ye, i was first into VFX but when i realized you have to create models for it sometimes i got into modelling/animation and well now i am here stuck in a limbo between the two.

>> No.580891

>>580888
Flip a coin

>> No.580894

>>580875
in 5 years game graphics will out perform movie graphics.

in 5 years the movie industry will be losing tons of revenue since movies objectively suck.

in 5 years the free-to-play market will be so saturated with devs that games like final fantasy and cod will be replaced with games like warframe.

in 5 years you won't have a career if you choose movies.

>> No.580898

>>580894
And you are a fucking faggot and you should kill yourself

>> No.580899

>>580886
If it were me, I'd definitely make explosions for film and tv instead of animating for games if it came down to a profession. It's the pragmatic choice that brings in the money and I suppose would also be the more stable income, game development is notoriously unpredictable.
There's no reason you can't continue to better your skills by learning other disciplines either way.

>> No.580903

>>580898
in 5 years when he's dead OP will be a successful Blizzard animator

Games are only getting bigger, I'd suggest getting into games if you can.

>> No.580915

>>580903
games are for neets with no lives. Movies and tv shows are the present and future. The adults want to netflix and chill, or at least relax and watch Game of Thrones and sip wine after work, not press some buttons like an autist

>> No.580923

>>580894
this is fucking retarded

>>580875
OP, do you prefer to give life to characters and tell actions/emotions, OR do you prefer to polish images and contribute to storytelling through moods, colours, and effects?

Both will need hard work and crazy overtime periodically, so better pick what drives you the most! Enjoy

>> No.580935

>>580875
IDIOT IDIOT IDIOT

NEVER EVEN THINK ABOUT GETTING INTO GAME INDUSTRY

>>580894
>in 5 years game graphics will out perform movie graphics.
Dumbest thing I ever heard

>> No.580939

>>580935
Yeah the game industry is not as glorious as it sounds. If you're a total n00b they're gonna make you model nostrils for 10 years, but I know for a fact that if you are a skilled and somewhat unique artist (especially concept, lighting, and animation), you actually can have a kickass and rewarding career.

If you're average.. well.. as any job, things will get boring real quick.

>> No.580946

>>580886
nuke compositor here.
Nuke has a shit ton more jobs so it'll be more stable (but be ready to travel if needed)

You can learn animation as a side thing if you're able to organize your free time and then make a sick portfolio so that you're not stuck doing pawn's work

>> No.580947

>>580946
Cont.

Also you can do both, look up Maciej Kuciara, he started at naughty dog and now does movies

>> No.580952

>>580915
>the "women" want to netflix and chill
ftfy.
know your market, anon.

>> No.580956

Film for 1-2 years, maybe more, then game industry if you still want to. Also if you've found enjoyment for 3d you should work on learning FX in your spare time.

>> No.580957
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580957

>>580952
hey man, if I can fool around with a girl and have That 70's Show in the background, count me the fuck in for netflix and chill

>> No.580959

Go for VFX and film for sure. Most differences to change to games will be simple technical limitations and workflow, and the way games are going now a lot of that will be negligible in the future.

>> No.580969

>>580959
His VFX role is comp, not FX. If he branches out to FX though it's very transferrable

>> No.581055

>>580935
>NEVER EVEN THINK ABOUT GETTING INTO GAME INDUSTRY

Just needs to be on his own terms. Maybe give it a try after saving some funds, finding some likeminded individuals and all that.

As an employee not so much, sure.

>> No.581058

>>580915
>Not having sex while gaming
Get a load of this faggot

>> No.581070

Ask yourself, what sounds better?

As you look for work in the gaming industry:
>"Oh yeah I worked on Famous Movie 7: Revenge of Nostalgia, as well as Critically Well Regarded Netflix show..."

or

As you look for work in the VFX industry:
>"Oh yeah I worked on Call of AAA: Everything is Grey Saturated, as well as Indie VR Quirky Cultural Meme game..."

>> No.581071

>>580894
>in 5 years game graphics will out perform movie graphics.

More advances 3D render need thousands CPU just to render movie in months, no way in next 20 years some GPU run movie like graphics in real time.

Just look shitty hair in videogames.

>t. Computer science guy

>> No.581115

>>581071
>hair in videogames
irrelevant and unneeded.

>> No.581122

Is being a 3D artist in video game industry really that bad? What about environment artists specifically?

If I had to choose, I'd definitely go to a film industry if I was on some good position in production part, but as a 3D scrub I'd rather help bring beautiful worlds in games to life, than do work on some capeshit for masses which is a disgrace to a film art no matter how much high tech CGI it is packed with. I generally can't stand movies with CGI so I don't think I'd ever enjoy working on that position.

>> No.581124

>>581122
>Environment artists specifically

You picked the worst of them all, enjoy modeling 1000 rocks

>> No.581165
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581165

>>581115
here's what you wanted: (you)

>> No.581166

>>581122
>>581124
>enjoy modeling 1000 rocks
im afraid this is correct
or you're gonna be doing building kits where all pieces must fit with every other, which sounds like a nightmare. better go with env. texturing than modeling imo

>> No.581198

>>581166
>>581124
How is it people would spend time modeling 1000 rocks in the days of Houdini and Substance procedural asset generation? That sounds like it's either out of date or you made it up.

>> No.581211

I can't believe that is true. Besides, what's so bad about modeling modular assets? It seems you're not talking from an objective standpoint. I also couldn't give much fucks about creating explosions either.

And rocks are not that easy to do. Have you even tried it? It's very rare to find a really beautiful piece of rocky structure on artstation or, in fact, in games, and just making something procedurally will make it literally look like shit. I've tried it multiple times and it is still triggering me because I can't do even one decent boulder and am waiting to travel somewhere so I can just photogrammetry the shit out of those and call it job done.

It's not like every game has rocks either, and even then they don't use hundreds of assets, but a smaller group of them which they rotate and turn around in all directions to always make them unique.

>> No.581214

>>581211
It depends on where you are working.
If you work at Ubisoft, you might be the "rock"-guy. But in a smaller company, you will most likely have more creative control and also more stuff to do.
Environment modelling and level design is a good starter job.

>> No.581215

>>581214
What would you consider non-starter jobs?

>> No.581226

>>581214
What would you say is the most used software for environment? I'm still in college but want to build a portfolio. Currently using maya for characters

>> No.581228

>>581226
Somebody correct me if I'm wrong since I also don't have any real-world experience, but from what I've read - probably whatever modeling software the company uses, be it Max or Maya; for heightmaps it is World Machine, also Zbrush for organic stuff and details; probably SpeedTree for foliage (that's what Witcher 3 used e.g.); Substance or Quixel for texturing, possibly Megascans library, too.

>> No.581229

>>581228
Also, go on ArtStation and you'll see what programs people were using. They are pretty much always the ones I mentioned.

>> No.581235

>>581226
Maya, Zbrush, Substance and Photoshop are the main ones. If you know these your skills are easily transferred to other packages if you need to.

>> No.581242

Can somebody make a really short list of the most prestigious 3DCG job positions, in order? Like, what would be the end goal in this career (apart from managing your own company, as in every field)?

>> No.581255

>>581165
say it with me, anon:
"there is no hair in bejeweled."

>> No.582551
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582551

I'm going for vfx for games

>> No.582561

>>582551

Enjoy being homeless.

>> No.582578

>>582561
Bullshit, there is lots of demand for VFX in games.

>> No.582589

>>582551
>>582561
>>582578
There is a lot of demand for vfx in general, set extensions and effects or even easy as fuck shit as color correction is way more in demand than most 3d modelling/3d animation things.

>> No.582611

>>582589
Why is that?
Why isn't the market flooded with VFX artists like colorists and lightning artists when its easier to color correct or light a scene than to model a fire-extinguisher ?

>> No.582612

>>582611
You go create holywood worthy matte painting for 2 hours of a movie and comeback and tell me how easy is that

>> No.582661

>>581071
That's true, but there's a lot of advances being made in CUDA and openCL, to the point where even an idiot like me can incorporate parallel GPU processes in his unity gaem. Very soon, with a little more optimization, even the worst game engines will be able to smoothly run extraordinarily high poly, elaborate scenes.

>> No.584766

>>581255
have you played a videogame in the last two decades

>> No.584786

>>580875
do it faggot
it's worth it

>> No.584972

Im a programmer but would like to get into these industries, woyld abyone here help me out in pointing me in the right direction? Is there any advice or learning materials/textbooks to help me??

>> No.586398

>>582661
>still no functional mirrors
Not worth it

>> No.586533

>>580875
im 3o and about to get into the industry hyped as fuck i dont care what im doing as llong as i get in

>> No.586534

>>580894
they been saying that for the last 15 years

>> No.586538
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586538

>>580894
>>586534
I highly doubt its ever gonna be the case
I have to work on both cinematic and game assets from time to time and the processes/methods are really different from one another because of the inherent nature of each in what they allow.

The differences in results are highly noticeable, mostly because of the level of details that is possible to show in the models/textures. Most final game assets are just gross from up close, but work just fine in the limitations of their media and the distance we see them. Optimization is always an issue. On the other hand, professional movie models can have millions of modeled details and virtually unlimited UDIMs for highly detailed and nuanced 8K maps. Shading got better for games with PBR, but pre-rendered stuff has the advantage for anything remotely complex like refraction, sub-surface, etc.

I'm also ready to assume that CGI for movies has made incredible advancements in rigging/skinning and muscle systems, something that real-time is not ready for.

Finally, hair/fur is something that games is waaay behind because of the complexity of showing a huge amount of elements in real-time, especially in a dynamic way.

It's not even a matter of coming up with better computers of quantum computers or some other shit, it's just that producing a realistic scene with all the complexity of life requires an insane amount of details that can't be shown in real-time given any potential computer power.

There as been some insanely good demos made with game engines, but the gap is still huge and won't close anytime soon, if ever.

>> No.586734

>>580875
games are the future and soon vr experiences,movies are dying especially with all the pedo kikes ruining it

people dont want to watch the hero they want to be it

go into gaming industry lad

>> No.586781

>>586734
i didnt know underage morons were allowed on this board

>> No.586787
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586787

>>586734
>VR > Movies

>> No.586790
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586790

>>586734
hope this is b8, otherwise thats just retarded

linear storytelling in movies is totally different from immersive/interactive medias like games

it would be like saying that movies are better than books; no bitch they're just different ways to experience a story and entertain yourself
they all have value in their different ways to do it

>> No.586791

>>586734
>people dont want to watch the hero they want to be it
no no no we only want virtual waifus like in 2049

>> No.586792
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586792

>>586791
count me the fuck in