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689181 No.689181 [Reply] [Original]

I know a list of programs but cant find work.

Does anyone have a REAL job in 3D or at least good income from doing freelance or other means of work.

>> No.689202

no, no human being has ever made money from 3D freelancing. it's absurd to believe that you can find work by putting some effort into it. but you're right, getting spoonfed might do miracles and you'll become the first to make money with 3D freelancing on this planet!

>> No.689331

I want to hire someone actually. I want to mess around with unreal engine and i was sculpting a character in blender and gonna go through the whole process of retopolgizing the model and rigging it. But i thought about it for a bit that i'm already involved in a few different hobbies and it wouldnt bother me to offload it to someone else if they are interested.

I just want to create a simple male character in the nude for an rpg and eventually different armor sets. What would you guys charge? I can create model sheets and even do the texture work if you guys do the uv mapping. I'm okay at 2d and though one day would like to learn 3d, like i said i dont mind paying someone else right now as i have the money and am busier in other areas of my life.

Tldr: how much to model and rig a nude dude for unreal engine?

>> No.689332
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689332

>>689181
>Does anyone here really make money from 3D work

define "really make money" how much? what kind of money? what do you mean under "3d" exactly?

i know some east europen nigger who used his whore bitch to go for 3d stream on twitch. she insulted her viewer and got kicked out. he hacked the discord and twitch account and let his friends listening. it turned out he hacked a call center, which exist next to the victim. call center is already working with police, collecting his shit activities to put him into prison for next 3-5 years. last shit i heard is that he is now trying to blackmail the call centers clients.

the irony here is that this dipshit is about to ruin own life and his GF because he pulled her into own chemes.. so far 3d shit with east europeans..

>> No.689356
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689356

>>689332

>> No.689364

Wagie wagie get in cagie
All day long you sweat and ragie
NEET is comfy
NEET is cool
NEET is free from work and school
Wagie trapped and wagie dies
NEET eats tendies, sauce and fries

>> No.689369
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689369

>>689332

>> No.689370
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689370

>>689332

>> No.689379

I work for my university and make 3D models for educational use.

>> No.689452

I animate for a smaller studio at 55k as an entry level position. Take that for what you will.

>> No.689453

>>689452 here
This is in the Midwest. Rent and utilities are about 1200 a month in a single bedroom higher end apartment.

>> No.689459
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689459

> Does anyone have a REAL job in 3D

RnD software engineer in Vancouver here.

> I know a list of programs but cant find work.

What does "know a list of programs" even mean? Are you an animator? Compositor? Assets TD? Knowing "programs" doesn't help as much as picking a craft and excelling at it.

>> No.689599

I run the tech art department at software
visualization company. Was recruited to co-found on the basis of my 3D skills. At the beginning did production 3d, now I mostly teach, design and project lead but I still do "real work" every now and then.

>> No.690237

i do, i am an apprentice at a media company and earn 250 per month

>> No.690329

>>689181
>went to university and learned maya and 3dsmax to do videah models
>couldnt find a job after uni because "muh 2 years experience" which I, obviously dont have
>after 2 years lifting car parts in a warehouse I finally got a job
>I now get paid to create furniture in blender for around 1,7k per month in my hands

its not what I was aiming for, but Im happy with it. Now I can get practice, those "2 years of experience" and get paid for it

>> No.690450

>>690329
You don't have to have two years of experience. That just cuts down on submissions from recent graduates. If your real is good enough you will get the job. If you don't know Autodesk software I could see that giving someone enough reason to turn you down though. But I hear some smaller places use blender and if your good enough they will probably hire you and get you trained on the studios software.

It's all about the reel.

>> No.690987

published my first work on cgtrader today wish me luck bros

>> No.691038

>>690987
I hope you priced it correctly, and not at pajeet levels.

>> No.691313

>>690329
I know exactly which job and company you're talking about.

>> No.691379

>>690450
>It's all about the reel
absolute truth

>> No.691380

>>689181
Senior 3D generalist in north american AAA outsourcing company
Income slightly under the big players like Ubisoft and EA, but still quite good
AMA

>> No.691383
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691383

>>691380
How do I actually into your work? All I keep getting is fucked out of a livelyhood in contract gigs. I'm a skilled generalist, I've coded my own macros for my workflow and can push out game-ready assets notably faster than my peers when I was contracting under Bioware Austin. I also have an earnest command in Unity and UE4. I'm so tired, anon. I just want to make beautiful things but this ugly world abhors any concept of that. Should I kill all idealism and just find solace in the fact I'm doing work that doesn't make me want to neck myself?

>> No.691385

>>689331
I'll do it for $400-- three major revisions included. Salientabdicant@gmail.com

>> No.691390

>>691383
>contract gigs
Yeah those are hard to live with, unless you can actually find a gig with a company that will ultimately be able to hire you for a full-time position.. it's like a paid test that can allow you to prove your worth to an employer, but I'm not sure how common those are in your area (though long distance can work too nowadays).

>can push out game-ready assets notably faster than my peers when I was contracting under Bioware Austin
I assume you're skilled alright then. Speed isn't everything and certainly doesn't mean that what you push is good, but Bioware doesn't work with pajeets either, so that's a plus for you and a good thing on your resume

>Should I kill all idealism and just find solace in the fact I'm doing work that doesn't make me want to neck myself?
I mean.. if you're able to do beautiful things or just work that you're passionate about, you're luckier than most. Ideally you would be hired and paid for that work, but it's a competitive field and most portfolios get tossed aside. My advice would be to keep working toward your goals and build a solid portfolio + resume + artstation page; the rest will follow. One piece can change everything and make you a way more appealing artist, maybe you just don't have it just yet?

Oh, one last thing, put your ego to the trash and seek constructive criticisms, then add this feedback to the things you're already confident about. Besides being relentless, it's the most helpful thing I've ever done.

>> No.691392

>>691390
I recently broke off a position with a medial supply company and that was a pain in my ass. I think what I find most frustrating about these contract positions with non-software companies is that they think the labor you undertake requires you to be on their premises and that, this would make sense if the actual design team you're attached to was any use in terms of direction or needs, but having me be there was a complete waste of my time considering that I had to supply my own computer and use a gimped down set up since I had to be mobile for them. I want to just be stuck with a group of passionate people wanting to do big-dick shit.

As for the portfolio, absolutely. I keep a few different iterations for different jobs I apply for. If I am going for an arch-viz situation, I show off my material painting and my interior design reel. If I'm doing something like pure animation, I show off my posing and my actual animation work and my workflow. I am mindful of where I'm going and who I'm talking to.

Ego, absolutely, I know what I am skilled in and it's shortfalls-- but I think that there's another side to that coin: most people are fucking awful at giving criticism, this board being case-in-point.

Otherwise, I appreciate your response anon, hope I will run into you one day.

>> No.691396

>>691392
>most people are fucking awful at giving criticism, this board being case-in-point
I couldn't agree more
But then again part of the process is knowing which points are valid and which are just bullshit haha

It's unfortunate that things are so tough.. you seem like a quite reasonable and dedicated guy.

And I can totally relate with the fact that you wanna be surrounded with passionate people. It's inspiring to be part of a group that share common interests and aim at doing quality stuff.

I'll tell you what, personally I would never reveal who i am or share what i do on this forsaken board, but if you feel like risking it I setup a burner email where you could drop me a link of your work. We're always looking for talent, so I'd gladly take a look.
>3Danon@pokemail.net

>> No.691397

>>691380

Do you do characters. How long do they give you to do a character. Do you have to do it from scratch or are you provided base meshes and resources. I would want to do characters but I'm slow as fuck and would probably crumble under pressure anyway.

>> No.691399

>>691397
I do. Usually the time from sculpt to finish is roughly a month (20 business days) depending on the complexity and style (could be more for very realistic stuff, add some extra for grooming, etc). Clients sometime provide a basemesh, but if not it's fine to start with a generic one that has some decent proportions and topology to speed up the process.

>I would want to do characters but I'm slow as fuck
You could practice doing faces or busts to get accustomed to the workflow, then move on to complete characters and bits of clothing. Speed definitely comes with practice and getting immersed in the software to the point where you don't even think about it anymore, and just focus on being creative.

>> No.691400

>>691399

That's some good info, thanks.

>> No.691401

>>691400
my pleasure, anon

>> No.691406

>>691396
Appreciated, I'll contact you through email provided in >>691385

I am a young grasshopper so I may want to probe your experience a bit further, I warn this now as I would understand that you'd prefer your time not to be wasted. Thank you anon.

>> No.691412 [DELETED] 

>>691406
alright, though >>691385 was unrelated to me >>691396 though

>> No.691413

>>691412
just was too lazy to type out my email again :^)

>> No.691414

>>691413
sorry I had misunderstood haha

>> No.692435

>>691383
>I just want to make beautiful things but this ugly world abhors
Why dont you teach us anon, why?

>> No.692436

>>689181
My gf works as a freelance animator for various companies.

>> No.692440

>>689181
>Does anyone here really make money from 3D work
Yes, yes they do bro. I can help you find work, find job listings, or hire you myself.
For I am Zombiegamer....

>> No.692447

>>689452
How long have you been animating?

>> No.692448

>>690987
I wanna see it

>> No.692465

>>689452
>>689453
How do I get your life?

I'm a 2d animator dipping my toes into 3d. What do I need to git gud at to get your job?

>> No.692733

>>692447
I was trained as a generalist in college for 4 years but I didn't start seriously grinding away at animation until 2016 I think. I had to work full time at a warehouse so that slowed my progress down immensely. But at the same time I probably could have pushed a bit harder and risked more frequent burn out periods.

So I guess the answer is 3ish years though its definitely possible to get to a professional level faster than me. Especially if you don't have to support yourself and even more so if you can afford stuff like animation mentor.

>> No.692735

>>692465
Well assuming that youre pretty decent at 2d your skills should transfer a bit. Mostly in timing/posing/silhouette etc. You can't cheat as much with 3d, which sucks, but you definitely have an edge. You probably just need to play with the tools and learn how to manipulate a rig and get it to interpolate the inbetween frames correctly.

Once you're familiar with the tools, I would say all you have to do is consistently work on your own projects and build up a reel. As that is what will get your interview, I don't even think they looked at my resume.

Once you gitgud enough, just start applying at places. I made it my daily routine to check for new openings to apply to on the weekend. Don't get discouraged, even if they don't even respond, just keep working and applying. It will eventually pay off in one way or another.

Oh and try to limit interaction with those super negative parasite types of people. They waste your time. I dated a girl that drained the motivation out of me and it set me back over half a year. Shortly after breaking things off with her everything started to fall in place.

Good luck Anon

>> No.692748

>>689181
I'm not sure if it's profitable in the US where the cost of living is huge, but I freelance from a eastern European country and usually earn 4-5 times what people here earn. That being said i don't know I I could afford living In LA or something but I probably make enough to live comfortably in the Bible belt

>> No.693504

>>692735
Sounds like a succubus Anon.

>> No.693672

>>689364
based

12 years a glorious NEET
now wagecucking, my soul is reaped

>> No.693708

How do animators make money? Modelers can sell models on sites but what's the equivalent for animators?

>> No.693726

>>689181
>>Does anyone here have a REAL job in 3D

Yes.

>>or at least good income from doing freelance or other means of work.

I've never been a freelancer. The contractors my company hires from time to time make pretty good money. Sometimes they are actually directly paid for by the client we're working for.
They have a pretty precarious existence though - going extended periods with no work. I've only ever met one over the age of 30 and he was a moron very much like the kind of person who frequently posts here. He was an absolute nightmare to have around. They don't tend to be very good artists. They're more often quite technically skilled in one very specific area, and that's what they get hired for. They're not the kinds of people we'd give a permanent contract to - they're often not particularly well rounded people and I often get the sense that that's why they don't have permanent contracts anywhere - because no one could actually stand to be around them every day.

>> No.693732

>>693726
Ok I wasn't going to post it because I figured why the fuck should I help the idiots on this board, but here it is...

Want to get hired?

Get good at UE4 particle systems. Become very fluent with Cascade and have a portfolio which demonstrates a wide range of P systems integrated with nice custom shaders and you will get hired.

You don't even need to be very good, just 'good' will do. There's a genuine shortage of UE4 vfx specialists and we have trouble getting hold of them.

But, you're now all going to tell me I'm wrong and that what I've just said isn't a thing and I don't know what I'm talking about, and you're going to carry on arguing over whether to carry on using Blender or whatever.

>> No.693781

>>693708
porn

>> No.693790

>>693726
>>693732
Holy crap dude, you sound really bitter. It's difficult to take your words seriously with that attitude.

>> No.693849

>>689181
Not OP but additional question. How profitable is 3D as a secondary or additional source of income? For example selling models as files or 3D prints, making animations (porn or not) or freelancing. I am a noob that is starting to learn 3D so this is more of a medium term question if lucky.

>> No.693851

>>693732
Eh, you're right though. There has been a strong demand for particle effects for a while now. Not just in ue4.

Also technical animators and maybe riggers. God knows we need more at our studio.

>> No.693852

>>693849
It can be very profitable but the market is pretty saturated so you would have to stand out from the rest which will take a lot of time to get to that point. You can also go to places like ctn or gdc and network to get a little boost in exposure. But that means investing money before getting a sizable pay out.

That being said, you could build up a network of people and just go live the digital nomad life. Living extremely comfortably in Thailand, doing freelance work for clients in the us.