Game modeling career

Discussion started by Digitize3D

Hi!

I want to get some advice from people who are in game production. I am pretty much just a sculptor in ZBrush and model stuff for 3D printing. I do some 3D scan clean-up and I always felt comfortable, too comfortable!

Now I would like to start learning to make game-ready models and I wonder if there is a really far way from just sculpting in ZBrush. I understand that there is a lot more to know like rigging, preparing low-poly topology etc. but I would like to hear from someone from this field where to actually start, what to learn and which programs to choose. I also wonder - if someone is working in game production studio - how does this job look and what is expected from 3D Artists.

I would really appreciate any advises from you! ;)

Answers

Posted over 5 years ago
2

I'm surprised nobody has responded to this thread yet. I'm Technically not a professional game artist (or professional at all) but many of my friends and acquaintances are.

I'm not sure how much expertise you have outside of sculpting, but If you're a sculptor, a very important part of modeling for games you've got covered already. What you need to learn kind of depends on your goals. Rigging is a useful subject to know, but in a studio environment you won't need to be an expert at it unless you're a rigger. The most important subjects in a studio environment are understanding pipelines and ideally understanding high to low poly (or low to high poly if you work that way) workflows, as well as texture baking, both of which are essential especially for hero props, environment art and characters.

If I were you, I'd start by picking up a modeling kit. Preferably Maya and Max as these are industry standards (although you can get away with anything else) and just start modeling stuff. Look up tutorials, experiment a bit before exploring high to low poly workflows. Best way to learn is just by doing it. Get into modeling, UV mapping, some basic texturing, etc.

Again, it just really depends on what specific goals you have in mind, but generally a good place to start is by just exploring a 3D modeling kit, understanding UV mapping and high to low poly texture baking.

Digitize3D wrote
Digitize3D
Thanks for your response!

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