Hi everybody,
My name is Johanna and I’m studying to become a game developer (artist) at a school in Sweden. I’ve just decided what kind of artist I want to become, a tech artist. I studied programming in High school , escpecially for games and I have good experience in c++ and c# and some experience in htlm, java and flash.
My present school is called Playground Squad, we are learning to become good 3d modellers at the moment. We are going out in the world for 6 months of practical experience as trainees in about six months time so I’m here to get some advice from all of You.
Because it is maya we model in it’s scripting in MEL I have begun to learn, I’ve already done some scripts for rigging and texturing to speed up my workflow, and it’s working fine. I’ve also started to learn Python, just the basics to be able to use it when I’m modelling, rigging etc.
I’m just wondering how I can use Python in Maya (PyMel) in a good way for a beginner.
And what do You think I need to focus on to become a good tech art trainee in half a year?
If You would hire me, what would You like me to know and be able to do?
My advice to you would be to keep pushing the python scripting and do less MEL scripting. MEL doesn’t help you a lot outside of Maya so python is a bit more valuable to learn.
When I was learning python I went through many of my MEL scripts and converted them by hand to python and while doing so i upgraded them with some new and fresh features aswell.
I also forced myself to do the scripts very object oriented so it wasn’t all just the same thing like before but with another syntax and .cmds…
But it would seem like you already have some OOP in your backpack.
Try getting some scripting tasks from your classmates, it’s always nice to see other peoples use them and to give you feedback on how they work to develop them further.
It also keeps the motivation on top.
When you get your internship they will want you to be a fast learner, be able to solve and analyze different problems and to optimize workflows.
But then again, the role of a technical artist seems to vary a lot between different companies.
Prepare for a lot of fun coding
P.S Say hi to Johan and Susanne from me. (Johan probably has some scriptsjobs for you as well)
I would say: Do you want to be mediocre in lots of things, or great in one or two things.
Knowing lots of different languages, just to put them on your resume might work for some places, but in reality, ‘knowing c++’ or ‘mel’ or ‘python’ means little.
I haven’t done a day of scripting in python in my life, but I know I could pick it up in a few weeks if that is what the job required.
What makes more of a difference is what you used the language you know FOR. What is the depth or your knowledge in the environment you need to do your work.
To clarify with an example, it took me a week or two to understand the basics of c++. However, it took me months to grasp the 3dsMax SDK to an useful level and I still learn new things about it everything I work with it.
And now I am working in the Maya API and not that much of my 3dsMax knowledge really applies. Except for that little bit of c++ knowledge, but most work goes into understanding Maya’s fundamentals and learning how that API works.
So if I was in charge of hiring you, I would want to see some depth in one or two areas that showed you have a good technical mind. If the job required you to use python, but you only knew c++, I wouldn’t care about that at all. Because you showed me that you are a great technical artist so I wouldn’t be worried you could learn how to use python with a bit of time.
The one exception to that being short contract jobs where you are hired for your already existing expertise and there isn’t much time for learning.
I definitely agree with the advice from Kees. TAs often run the risk of becoming too general, simply due to the vast variety of different things that cross their plates. Lots of things look exciting and cool, yes? That doesn’t mean it’s a good idea to jump down every rabbit hole that presents itself.
I think it’s important that a TA try to master at least a couple key/common areas in some depth, but not try to master everything. Demonstrating that you have that depth in a couple areas will certainly help convince employers you can ramp up in other areas as needed.
On the other hand, Kees also has a good point with the short-term contract “hit the ground running” situations. So it’s not like the above is a magic recipe for getting hired, either.
Adam and Kees are on point.
Also make sure you search this forum because in the past year there have been at least 6 to 10 threads talking about this very subject (new student, wanting to know what to work on to show skills etc) and will serve you well to read. Some were very in-depth.
Hi again and thank you for all the kind answers.
Emil: I’m going to start with some PyMel instead of just MEL now after the things you said, (which I have thought about for some time now). And I’m also studeing basic Python beside my normal schoolwork.
The tip about asking classmates for some sctripting tasks is really good, thanks for that.
I said hi to Susanne and Johan from you, they really got surprised, but happy. I heard that you are coming to Falun this weekend, maybe I’ll see you then.
Kees and Adam: You both got me thinking about if I want to focus on a few things or have a wider but not so deep knolege in many things. I’ve thought about it a lot and will continue thinking about it. Today I’m more in to just focus on a 2/3 things, I’m thinking about rigging and things around that because I think it’s really fun and intresting.
Thank you again, your answers have helped a lot,
Johanna
Good advice from the previous posters. The only thing I would add is: don’t forget doing art! Too many newbie tech artists are really good at coding but they have no real connection with the work their “clients” are doing. Don’t run into the danger of becoming a “programmer who has no clue of art”. We’re tech-ARTISTS, do don’t lose your connection to the artistic side of the job
I would add the “skill of observation” of something important.
Most of the time people will not be able to tell you what the problem is. So you have to find out yourself by observation and your personal art experience.
Making sure you know that your client communication is different then yours and that you can translate his explanation in a valid definition of the problem is a very valuable skill as an technical artist.
We should be called “social technical artist” because the social/communication part is very important and not only the technical and artist (even thought they are also very important)
I will continue to improve my artistical skills and remember how importent they are especially for my understanding others work. I’ve started to get some small scripting-jobs from my classmates and I’m getting some really good training in the communication between me and my “clients”.