There’s a couple things I’m trying to find out with this thread so bear with me - it’s probably gonna be long.
Let me first introduce myself:
My name is Martin and I’m a 27 year old 3D artist from Stockholm, Sweden. I work as a 3D artist for Polarbit Games - a developer of middleware and 3D games for the mobile markets.
I guess I’m still considered a “junior” artist: I have 1 year of industry from the game dev industry: half that year I spent at Avalanche Studios, working as an intern 3D Artist on Renegade Ops which was released a year ago. After that internship they more or less kicked me out (said they were full, then one week later they hired a classmate of mine) and I was unemployed for 9 months before getting my current job, which I’ve had for 6+ months.
I’ve come to realise that in order to get a better job - because the current one is… understimulating and underpaying - I have to get better somehow. When I look at my portfolio I just think how unfair it is that it doesn’t reflect my skills, yet I can’t seem to find time or inspiration to improve it. But I’ve tried keeping my mind stimulated, and gradually learned MEL and even made some tools with it. I’ve also spent extensive time on improving my own workflow when 3D modelling: I’ve kinda been obsessed with optimization the last few months - and it’s paying off. These last 6 months has definetly dragged me in a more technical direction. I’ve created custom UI’s in stuff like Photoshop (for myself) - including custom toolbar/other pane - creating resources in form of brushes and in MEL I’ve created an extended UV Editor. And now that I feel comfortable with MEL there’s this list of tools that I want to create, both to help me but also to help people at work. I wrote a GUI for a file exporter a few months ago and I guess that’s where it started. Nothing fancy really. And now I want to create at least my own “speedbox”, a duped materials -remover and a custom vertex color painter. I’m also seriously considering learning Python, and make my next tools with that.
The point I’m trying to make here is that I like creating important stuff that other people find handy and helpful. I like to create art too ofc - but I also like this.
Now I’m trying to ask myself if I got what it takes to be a Technical Artist, and frankly I got no clue.
I have never spoken to a TA with a background in graphics: they’ve all been coders.
And the thing I’m most curious about is how to get over the fact that you need to learn C++ - or do you?
I had one class of programming in High Scool - which I barely passed. It was extremely boring and the teacher wasn’t very inspirational at all.
The second one I had was intro to Java when I studied at university. I passed all the practical tests but failed the exam because the teacher thought it was more important to know perfect syntaxing blindfolded, than it is to understand code flow and logic. So that class I failed and after that I kinda decided that “I hate programming”.
I guess that’s an overstatement though because I have a background in web design and know quite a bit about it. And now I’m learning MEL and it’s going good… and I want to learn Python. But I’m also fearful of C++ because there’s a TON to learn and it’s so… boring? But if we exclude that for now, what would you consider to be THE best toolbox of allround skills for a junior tech artist, who has a background in 3D???
And last but not least: Could I become a Tech Artist?