Great tool for viewing the human figure.
https://ecorche.anatomy4sculptors.com/figure-and-torso/torso-anatomy/male-ecorche
Great tool for viewing the human figure.
https://ecorche.anatomy4sculptors.com/figure-and-torso/torso-anatomy/male-ecorche
I love to draw, paint, and sculpt. I have been drawing since I can remember holding a pencil. I have always been drawing/creating art. For some reason art and the creative process has always been a part of me and I have never really questioned that I wanted to do something of significance with my talents.
I have been very blessed to have worked as a professional artist for a very good part of my life, one of my first jobs was airbrushing t-shirts at Six Flags Over Mid America when I was about 16 years old. I worked for a magnet company for a period of time, that was my first introduction to working with computers to make art. I worked for a company installing vinyl graphics on cars/trucks and semi trucks. And then I landed my first job that was a bit closer to what I currently do, I was a 3D artist making graphics with designers to produce large format graphics for tradeshow events. During this time I knew I wanted to work in the video games industry and had to stay after work hours to teach myself Autodesk Maya when it first came out. I finally landed my fist video game art job when I was in my mid 20ies.
During my career in the games industry I had the opportunity to be part of Electronic Art's EAU (AE University) EAU was EA's internal training department and I was able to teach professionals how to use programs like Maya and ZBrush. Eventually funding for that department dried up and I returned to be a production artist, but the love of teaching never left me.
You see one of my most profound memories as a student was when I was in the first grade and my art teacher during that time encouraged me and told me I was a really good artist. It was the first time in a school setting that I could remember a teacher giving me praise for my abilities. Those teachers words still ring in my head to this day.
So when I had the opportunity to make a career shift and lave the games industry for a teaching positions with UCF's FIEA program I jumped at the chance.
Now I am in a position to still make the type of art I love, I'm still tied to the games industry, but above all else I get to pour into other peoples lives and help them achieve their dreams and goals.
I doubt that teacher in the first grade knew the huge impact her worlds would have over my life, I like to think maybe she did and that is exactly why she was there in that moment. But I am now trying to do my best to live with that type of intentionality as an artist, instructor and a teacher. I'm trying to try and have that type of impact on the people that have been entrusted in my life.
* How Many Pieces - By the time you leave FIEA you want to have 3-5 Super High Quality Portfolio pieces. (3 is the bare minimum)
* Quality Is King -You are only as strong as your weakest piece
* Strategy With FIEA Timeline -1st and 2nd semester should be used to learn your craft, learn the tools and process, learn how to work smarter not harder. Learn how to make various styles. Discover what specific type of 3D artist you want to become. (Character, Environment, Weapons/Props, Hard Surface, Vehicles/Ships)
* 1st and 2nd Semester -The assignments from 1st and 2nd Semester will not be enough for you, you need to be doing personal studies outside of class in order to round out your specific skill set for yourself. (Character artist need to be doing anatomical studies for example)
* 3Rd Semester - 3rd Semester you need to produce 3 High Quality Pieces of your choosing. ( I will work with you to pick the best choices for you)
* 4th Semester - 4th Semester you need to create at least 2 High Quality Portfolio Pieces and use the remainder of your time making corrections to your website and Portfolio pieces you have already created. If you do not get an internship, the worst thing you can do is sulk and coast that semester. If you coast during the 4th semester, you will most likely coast your way to a job at Starbucks.
If you do not land a job after leaving FIEA, you cannot give up. Some people it has taken them a year of grinding after FIEA to land their first job.
Do not thumb your nose at non game jobs if you cannot land a game job right off the bat, a job where you produce art of any kind will be better than having a job that has no art component to it.
* Choosing Designs for Portfolio - When choosing pieces to work on, Art Station and Pinterest are great places to find high quality professional concept art, to emulate the job for real world, recreate that concept to the best of your ability. If the concept has missing information (such as only a front view) your job as the artist is to fill in the missing detail while still maintaining the look and the feel of the provided design (such as creating the reminder of the design on the backside that is missing).
* Animators - Animation should be your primary skill set that you are showcasing. But I do feel that game animation is a bit different than film animation. In film you build animation for a locked down frame/camera shot. It's all about that one performance. As a game artist, it's more about interlocking animation clips that flow in and out of one another.
Become MoCap certified. I have seen over the years more job opportunities for the animators that have MoCap experience. At the very least know how to clean the data and show it off in a compelling way on your portfolio.
Be flexible, know how to make skeletons, know how to paint skin weights, know how to set up simple calisthenics animations to test your deformation and range of motion. Know how to set up simple FK and IK rigs. Know how to effectively communicate with the rigger to get the performance you are look for.
Know how state machines work, build your own state machines, demonstrate how your animation clips work together to build overall compelling animations that work in a real-time environment.
I feel above all other groups that Capstone is the playground for the animators to build high quality animations that can live on in their portfolios.
* Tech Artist - Team up with artist to get high quality models and animations for your reels. The quality factor of what you are showing off can have an impact on the non-tech artist that may be involved with reviewing your work.
Figure out compelling ways to show off your work to less technically minded people, your challenge is going to be taking complex subject matter and showing it off to more of a lay person that my not have all the technical know how to understand why your work is important.
Part of your job is to be a sales person, you need to sell your work almost as a product. Convince us why your work will save us time or money.
Websites - KISS. Keep It Simple (Soldier) Make it as EASY as possible for anyone to navigate your website and find your work.
Your work will be judged in a highly time sensitive environment, if you make people fumble around trying to view your work, they may just move on to the next person and just skip over you period.
Make sure to use compelling thumbnails for your work. Draw people in to want to look at your work.
Keep EVERYTHING as professional as possible.
Resume and contact information should be as simple as possible to find.
Artist,
Here is an example of How to Professionally show off your 3D models in the various stages.
The first stage is your Proxy Mesh. (Showing off both the grey rendered version of the model along with the wireframes for the objects.)
Note - The following shots have been rendered in Maya Arnold. For the grey render I used an aiStandardSurface. I plugged in an aiAmbientOcclusion node into various slots on the material.
For the wire frames, I rendered with aiWireframe material, the infinity wall was filled with an aiAmbientMatte, I then took an aiAmbeintOcclusion node and fed that into the color of both of these materials.
Here are the results of theses shaders.
Take a look here to download free Tech Brushes using Alphas.
Use the discount code "ucfstudent" to get the product for free.
Here are some great resources that can help you understand hard surface modeling techniques.
Elementza
https://www.youtube.com/channel/UCtmjNCtYxwpD6AXpFR_Ooig
Andrew Hodgson -
https://www.artstation.com/andrewhodgson/blog/4aZN/modeling-blog-03-approaching-the-asset
And Youtube Channel
https://www.youtube.com/user/AndrewHodgson3D
For this week's assignment, you will need to run through the provided video content, model a simple cube with nice bevels, take that cube into UE4 and build a master material, along with material instances. Once you have that set up, you will need to do something interesting with the cubes in UE4 (There are no restrictions to what you do with the cubes, it is up to you to be creative). You will also be learning a bit about lighting, atmosphere and mood in the UE4 engine.
For this week we will be taking all of our Lego pieces and assembling them in UE4.
There will be 4 distinct things I want you all to demonstrate, they are as follows:
1. I want you all to demonstrate how to assemble your parts as a blueprint.
2. You should be creating an exact replica of the Lego set you have chosen.
3. With the Lego pieces you have created, make your own creation with the pieces.(So when finished you should have two distinct designs.)
4. I want you to watch the video "Hight Quality Rendering In UE4" and build high quality screen shots of your work and also build a high quality rendering of your sequencer work.(Post your high quality work to Youtube and embed the work into your blog.)