Wednesday 30 August 2017

Jobs in 3D Modeling

From researching 3D Modelling jobs, I found numerous job listings and compared the repeated skills, responsibilities and expectations of applicants.

Commonly expected Software

It is expected of applicants to be proficient in certain software. Autodesk is a common company referenced throughout the job listings. Almost all of the listings make reference to either Maya or 3D Studio Max, with the Environment Artist Role (Figure 4) expecting applicants to be 'Strong with using 3D Studio Max'. So Autodesk 3D Modelling software seems to be a must to be working in professionally.

Another industry standard software includes Adobe Creative Suite, with Adobe Photoshop being the favourite among companies. The Rockstar Games listing (Figure 2) expects expertise in Photoshop, so this shows that its used in professional companies that produce AAA Titles.

The job with Ubisoft (Figure 5) lists experience in hard surface and organic modelling and Amplified Robot (Figure 11) expects experience using ZBrush. This suggests that knowledge and experience with sculpting software is necessary to be working to a professional standard.


While some of these I am skilled in, there are others that I can improve in, and software like Mudbox and ZBrush I haven't ever used. So this is one avenue that I could go down for my dissertation.

In terms of technical skills, a lot of listings make reference to optimisation to import into Game Engines. Figure 1, 7, 8 and 11 mention Unity as a game engine the applicant should know, while Figure 4 lists Unreal Engine 4 as the game engine experience is needed with. I have experience with both, and so this may require more research to decide which I might need to use, if at all necessary.


Common Skills

As well as the ability to use this software, a number of skills are needed for a lot of the listings. I have made note of the recurring mentions:
  • Ability to model assets with optimisation in mind
    • Poly Count consideration
    • XView Checks to ensure assets are game ready
  • Ability to model environments
    • Highly Detailed
      • Large resolution
      • Sculpting/Organic Modelling
      • Baked high poly to low poly for optimisations
    • Ultra-realistic/Photo-realistic
      • PBR Shader
      • Lighting
      • Rendering Engine/Game Engine
        • Engines that support this workflow
  • Texturing
    • Consistent scale
    • Consistent with Environment
    • consistent resolution 
    • Physically based rendering systems
I intend to continue researching these skills I've identified as the expectation of professional 3D Modelling Jobs which can inform my Final Project. Specifically, identifying skills that are relative to Environmental Artist jobs to narrow down the limitations and expectations of my work and the workflow i follow


Portfolio Expectations

Having listed what they expect, a lot of companies expect a portfolio which demonstrates an understanding and the ability to use these skills in practice. Particularly, to demonstrate that the applicant has experience in creating assets from concept art stages through to implementation (Figure 7, Figure 1) This is something I need to consider when documenting my Final Project, and for 3D Modelling tasks I undertake in the future, as if I chronicle them through stages, I can show this journey in my portfolio.

 
Figure1
Figure2


Figure3

Figure4

Figure5

Figure6
Figure7


Figure8
Figure9
Figure10



Figure11




Figure12


Current Goals

From this research, I have found some techniques and terms I am unfamiliar with, so my next step is to investigate these skills, and test them out to identify a workflow. I also want to narrow down my investigation into specific Environmental Artist jobs, and identify skills that are unique to that role, rather than 3D Modelling.


Sources:
Indeed.co.uk. (2017). Job Search | Indeed. [online] Available at: https://www.indeed.co.uk/ [Accessed 30 Aug. 2017].

Reed.co.uk. (2017). Jobs and Recruitment on reed.co.uk, the UK's #1 job site. [online] Available at: https://www.reed.co.uk/ [Accessed 30 Aug. 2017].






Monday 28 August 2017

Dissertation Introduction

Welcome to my third-year dissertation. A year long journey in which I hope to further my career prospects and explore a subject that brings me joy: 3D Modelling.
I don’t know which I enjoy more: The meticulous vertex pulling, the accomplishment when a flattened concept is brought into the third dimension or the feeling of being an omniscient being, a God to my three-dimensional creations. I find enjoyment in this topic the most of all my studies these past two years, and it’s a passion which has spanned almost five years now.
My passion is Environmental Modelling. From the vibrant jungles of Uncharted, to the decaying ruins of Dark Souls. The ability to create landscapes, structures and interiors that leave the player awestruck, or give them a reason to memorise and explore every nook and cranny of a level. An environment that is worth another 10 hour game session, just to soak in the work that has gone into every polygon. To create a world that a player can effortlessly immerse themselves in, as though they were living and breathing this environment. 
As an industry standard (See: Jobs in 3D Modelling) my preferred software to work with is 3D Studio Max for Modelling, with Autodesk Mudbox used for any high poly Sculpting, should the need arise. Adobe Creative Suite, such as Photoshop and Illustrator, I am using for texturing, with Substance Painter a possible complement to produce PBR Shaders.
 Prey Environments
Breath of the Wild, an open world environment, easy to traverse because of its landmark based design, and a game world that mimics that of real life lighting, shadows and physics.

Dark Souls 3 Decaying Environment

However, I intend to further research the topic I have chosen to come to a refined, informed basis for a yearlong project. Environmental Modelling alone is vague, and poses too many questions on its own. While research has gone over some technicalities of the project, specifics need to be addressed in more detail. However, keeping specifically to 3D Modelling, I have chosen to use reference material and concept art rather than produce it myself. I feel this gives me constraints and saves time so I can focus specifically on the 3D Modelling aspect of my dissertation. 

Sources


Bethesda Softworks (2017). Prey Environments. [image] Available at: https://80lv-cdn.akamaized.net/80.lv/uploads/2017/02/Prey-4.jpg [Accessed 28 August. 2017].

From Software (2015). Dark Souls 3 Decaying Environment. [image] Available at: https://d1r7xvmnymv7kg.cloudfront.net/sites_products/darksouls3/uploads/2015/07/DS3-08.jpg [Accessed 28 August. 2017].

Nintendo (2017). Legend of Zelda: Breath of the Wild. [image] Available at: https://i.ytimg.com/vi/Mo-vTIS5Twk/maxresdefault.jpg [Accessed 28 August. 2017].