You're Not As Good As You Think - Must-Watch for Art Students

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  • Опубликовано: 6 окт 2024
  • One of the biggest issues for art and 3D students is getting jobs once they graduate. In this video, we talk about one of the key reasons why this happens - along with a bunch of tips on how to fix it.
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Комментарии • 343

  • @SurajGupta_3D
    @SurajGupta_3D 2 года назад +18

    My 3D teacher once told me "if you're the smartest person in the room then you're in the wrong room".... And this has become my ultimate mantra to keep learning

  • @bohdan_lvov
    @bohdan_lvov 5 лет назад +46

    "Pixar modeler couldn't make it into school with 20 years old models"
    I don't know if you caught that period, but in early 2000s most of the graduates had one piece in their portfolios and it was a chrome ball hovering over the checker floor.
    What a times!

  • @Wikiwi
    @Wikiwi 4 года назад +55

    Phew, that's a relief because I never thought I was good to begin with!

    • @user-gq1ij
      @user-gq1ij 3 года назад

      That not good, thats also another problem that needs another episode

    • @Alexy.0i
      @Alexy.0i Год назад

      Fr 😂😂😂😂😂

    • @MikeBeyene
      @MikeBeyene 8 месяцев назад

      Aahahahahahahahah. Oh man, that was funny.

  • @adityanarayan1802
    @adityanarayan1802 5 лет назад +32

    This is so relatable, I graduated in computer science, and in my final year, the girl who was top of the class didn't know the difference between Java and Javascript.

  • @bigxxl7896
    @bigxxl7896 5 лет назад +104

    To any students out there listen to this video very carefully, what they are saying is true and it will hit you like a train when you leave uni. I graduated in 2017, and I luckily found work in my area working for indie studios. But now work has dried up and I've had to face reality, my portfolio isn't good enough to get a decent job/ employment. All of the roles I've had so far have been freelance and have lasted 1-3 months, but that isn't enough. It isn't a financially viable career when you start out, I still live at home and if it wasn't for the support of my parents I wouldn't be able to carry on looking for work. I do spend time working on my portfolio, but it's a struggle.
    Finding the motivation/ discipline to carry on is extremely hard, im gonna run down a few of the reasons why I feel this way, I'm interested to see if any other junior artists feel the same way.
    I don't feel like an adult, im not able to do the same things as my friends without a steady income or pay my own way in life.
    After 3-4 months of being unemployed cabin fever/ depression sets in, which has a big impact on my work ethic.
    You will be turned down over and over again, you will also be ignored by the majority of the places you apply to.
    And when you finally do get some work imposter syndrome could kick in, which is a horrid feeling.
    And to top it all off I have £40,000 worth of debt.
    It is an extremely lonely road to go down.
    Luckily I have some experience behind me, and a couple good friends in similar positions which helps alot. And during my good weeks I slowly rework my portfolio to bring it up to scratch.
    I know that if I keep going I will get a decent job eventually, even if it takes years. Deep down I do love 3D, but it is a hard industry to be in.
    Alot of You are going to have many tough months ahead of You, but try to stay as disciplined as you can. You have to work hard and keep going, keep asking for feedback and keep improving. If you don't then it is likely you will fail. Also, id highly recommend buying tutorial courses from Gumroad, I learnt more from one course on Gumroad than I did from 3 years at uni. Good luck all, keep going, you aren't alone! One day you'll be in that dream job, and when you are be kind on those starting out. Remember what it was like for you and treat others with respect.

    • @ZeeboonInc
      @ZeeboonInc 5 лет назад +4

      Hey man, just wanna say thanks for writing this out so I know I'm not the only one.
      I graduated in July 2018, and although I was happy I managed to graduate (the courses were very intense and 60% of people that start the first year don't graduate in the end), I still felt like I wasn't good enough for anyone to care about me.
      Fast forward 5 months and I'm still at home looking for work, with my portfolio only 1 piece richer than when I graduated (which I did spend like 1.5 months on).
      I think the most frustrating thing is that I have nothing really to measure myself up to. Everything I see on the internet is insanely good, some people that were in my class were insanely good, and then sometimes I see studios with pretty mediocre art and I wonder where I actually lie on the scale. When is something good enough to show the potential required to be hired? It's not like I want to get in AAA studios, I prefer smaller teams anyway.
      It's hard not to feel like I wasted all those years of my life spent in college and I should just give up and get some garbage supermarket job that will make me want to end myself like the failure I am.
      Just trying to not let that feeling creep in.

    • @bigxxl7896
      @bigxxl7896 5 лет назад +5

      @@ZeeboonInc Yeah you aren't the only one, it is extremely difficult to get work. Alot of work isn't advertised properly, it's more word of mouth. Especially in the indie scene. That's how I managed to get through, I had work for 10 months straight but as soon as it dried up I hit a wall. I did the same thing as you and work stalled, I stopped working on my portfolio and I spent months procrastinating. I recently found motivation again to carry on, so I'm pleased to say I've been averaging one portfolio piece a month. But now I'm back in the same position as before, so I feel awful 24/7, and it's hard to carry on. But I'm not going to give up, the moment you let yourself fail will be the end of your career. You have to carry on, if you feel down then let yourself have a day off. But make sure you get up the next day and carry on.
      The number one thing you can do is be disciplined, forget all misconceptions about 'motivation' every second you sit there feeling sorry for yourself is time you could spend working. There are countless threads on poly count from artists saying "I don't have any motivation to work" but there is no secret remedy or answer to this. You need to train yourself to get up every day and work. It's the only way you're gonna succeed. Set an alarm at the same time every morning, get into a routine that you can keep to. Average between 4-8 hours of work a day. And before you know it your portfolio will be something to be proud of. Also make sure you exercise at least 2-3 times a week, depression goes hand in hand with this career, you'll spend most days by yourself working with headphones on. Exercise is so important to help fight depression and feel good about yourself, especially if you're lonely.
      Other advice id give is accept the way things are, it doesn't make you feel much better, but it gives you a better understanding. If you just say to yourself "ok, yeah this is shit, but I'm not going to let it beat me" that will help. It helps me at least.
      Like I said in my original comment, id recommend using tutorials from Gumroad to train yourself. That's what I did when I first started. And they helped me learn more about Maya, Substance Painter, and Z Brush than uni ever did.
      Also, check out 80.lvl, it's a great website full of advice.
      The last bit of advice I can think of off the top of my head would be to stop aiming to work in indie games, as a young artist you need to create an impression on employers with your portfolio, you aren't going to do that with low quality work. Obviously indie games are cool, and can be very impressive, but triple A work looks better so indie is seen as 'lower quality' in comparison. Try your best to create triple A work, make impressive stuff, really push yourself to the next level. Don't just say "ah that's good enough" and put it into your portfolio. Your portfolio is for your best work only! If you know deep down you could do better then go back and fix any problems. Quality over quantity! Hope this helps you in some way.

    • @bigxxl7896
      @bigxxl7896 5 лет назад

      @@ZeeboonInc When is something good enough to get a job? Well that's hard to answer, different companies want different things. But I'd suggest looking at a triple A portfolio, and trying to reach that level. Don't just accept the same old standard they accept at uni. That's not good enough to get work. And if you're struggling to reach that level then take the time to train yourself up. Remember, it is going to take you months, maybe even years to hit the level you're looking to be. But I don't think you'll ever truly be happy with you're work, atleast I'm not. It's just the nature of 3D, you're constantly improving, so over time you will look back at your old work and go "huh, that's crap now". And want to do better, that's good and bad though. On one hand you won't become complacent, but on the other you'll never truly be happy.

    • @KRGraphicsCG
      @KRGraphicsCG 5 лет назад +2

      I feel you man... I've always loved 3D since I was a kid, and always study the field and I get so excited when I read tutorials and practise. I'll be 35 in a few weeks and I will admit I get discouraged because I have not been able to find work, but I keep pressing on. And hell, I am even making my own stuff and building a home studio so I can keep producing.

    • @tartar3198
      @tartar3198 5 лет назад +1

      big xxl thank you for this, I’m now a senior I’m high school getting read for art school. And truth is, i don’t even know if it’s the right path for me. I too struggle with slow work flow and motivation. Your advice is truly helpful and I hope I can change my lifestyle.

  • @jezelf2774
    @jezelf2774 5 лет назад +20

    I think one of the most important points is staying relevant with workflows and standards in the industry, things evolve every 4yrs on average. Schools don't always keep their ear to the ground on that. Speaking from the games industry, make sure you ace common practices for your target industry sector, especially for technical requirements e.g. for 3D, simple things like texel densities and poly counts, know when to use an Atlas or separate tiled textures. For characters, make sure your loops are in the right paces for animation - simple stuff no studio expects to teach.
    You have to 'hit the ground running' teaching those things wastes time and money. Another thing is time expectations, students in general underestimate that, Art test will give the time requirement anyway. Sometimes it's forgivable if their work looks great, but it's a pain if they don't know much of the requirements to get the work into the game. It's about making sure we keep the project on schedule and not have to re-do work.
    Generally a good measure is to look at the published game art, then compare yours to it - and be honest. Is your art good enough to proudly sit among the official stuff? Sometimes it's difficult to be objective, but that's what ADs and AMs are looking for. They don't want an asset to stand out of style or quality and don't want to have to teach you to be able to spot the difference. Or when looking at a portfolio can you work fit with their stuff?
    But it's also important to note that junior artists are considered as that. Expectations are not as high as an experienced Artist so you're given some slack. You'd be give the less risky tasks to start with. If you get an interview that's basically (for me at least) checking you're a decent person who will get along with others, quizzing you about your thought processes, you're good to work in an ego free zone and will take Art direction and constructive criticism.
    Stay humble. There could also be the best artist but if they take 3x as long and think they're God's gift, demanding an out of budget salary, then they probably wouldn't get hired either. Sometimes people hire experienced folks because schedules can't risk a junior. That sucks as it's inevitable that 'new blood' is needed but it can happen. It's more about decisions based upon risk than you as an individual.
    Mobile games are a good place for students to get into the industry , then 'move up'. For 3D Modelling and texturing in particular because methods are 'behind' the highest generation by 5-10 years which means the trail has been blazed and cooled down . Not to say mobile games are any less worthy, but there's plenty to learn from and have a great chance to create work that will give you a chance to be hired than for the next AAA title. Workflows and tri counts are not as sophisticated so you can focus on quality and time. With the most recent consoles new tech and methods are being discovered with each cycle so unless a studio needs the numbers, and you've somewhat of a technical artist, and write shaders you'll be expected to be a pro. BTW Technical Artists always turn heads.
    Also consider all the outsourcing studios, good for concept artists as some could work from home. These could be better to get into than a big name studio. A lot of studios outsource, so you could still get to work on a cool title. Where doesn't really matter if you enjoy making art. I think we're going to see more outsourcing studios being used as games get bigger. contracting like the movie industry.
    Some people try to be an "OmniArtist" but it shows. Specialist or generalist? Depends on if you want to work at a big studio or independent. Be adaptable is good, but ultimately focus on the goal you want e.g Characters, Environments, Vehicles, Materials, etc . Independents are more likely to value multiple skill sets because it means hiring less people to cover more bases. It's tempting to try and cover that, but if your quality is low because you're still learning to 'see' and you can spread things too thin. It can be better to specialize and then try new things once you're in a job. I've done lots of things, but for today's market I'd say focus on one or two things and do them REALLY well and keep up with all the new advances and options in the workflow. We've reached a point where more specialists are hired and those guys got there because they only focused on the one thing they're passionate about.
    You also should consider the cost of hiring you against the cost of buying something online. E.g pay you to model a realistic object vs buying photogrammetry where each asset is priced to sell in numbers than man hours to create. Procedural tools are becoming more popular too. Libraries of materials and stuff like mega scans are an industry in themselves and need people to create the content. Substance Designer is a perfect example.
    But in general the biggest attribute you can have is to keep your passion no matter what. Do what you love and love what you do. Keep making stuff to the best you can. If you post high quality work on Artstation you'll get noticed. The cream does rise to the top . Once you've work that meets with the best, remember new ideas to push the industry forward are needed to stop the old stuff becoming stagnant , bring something new than be derivative and regurgitate ( I see so much of that ). A lot of 'Top' folks on Art Station are doing their own thing - In any case, once you've got good work you'll be added to someones' collection or be followed and then perhaps be contacted when the time is right. With passion anything is possible. The thing that started me on this journey was 'someone has to do it, so why not me?' Believe in yourself.
    Good luck

  • @neveraskedforthis270
    @neveraskedforthis270 5 лет назад +82

    I feel like you should maybe give some examples of what makes good pieces for a junior portfolio. It's good to tell people to manage their expectations and be honest with themselves, but everything else is extremely vague. Like you said in the video, even things on The Rookies IG/Artstaion could be just good enough to win in that particular competition or be posted on their page but not good enough to be hired. So how is an individual suppose to know what level of work is expected if they have no baseline. For example for HS modelling in VFX reels it's important to show that you can model over photos, yet very rarely does anyone have this in their reels and even fewer people mention the importance. Modelling rocks/trees is no longer a huge requirement because of so much access to scanned data and houdini making better rocks than you can sculpt in fraction of the time. Maybe you guys should do some kind of video going over current requirement for modellers/texture artists with a little more specificity.
    Appreciate the content guys. Keep doing the great work!

    • @-DH3D-
      @-DH3D- 5 лет назад

      What do you mean with modeling over photos ? An example would be very helpful :)

    • @neveraskedforthis270
      @neveraskedforthis270 5 лет назад

      @@-DH3D- This mostly applies to VFX, I should have clarified. But essentially you take a bunch of photos from different angles and then you match the focal length of the virtual camera to your photos, then try to get the 3D model to line up with those photos as close as you can. It's usually called perspective matching or line ups. It's a very tedious and hard process, to match multiple photos, but is something you do quite a lot in the film industry.
      You should check out Andrew Hodgson's VODs on Twitch. He's been modelling a car using this method. He works at ILM as a senior modeller btw.

    • @-DH3D-
      @-DH3D- 5 лет назад

      @@neveraskedforthis270 I thought you mean something like creating a 3D model from an concept art.

    • @neveraskedforthis270
      @neveraskedforthis270 5 лет назад

      @@-DH3D- yes, you do that as well. You just have to guess the focal length of the concepts. Modeling over real things is just much harder, so If you can do that the companies will know you can do it over concepts

    • @-DH3D-
      @-DH3D- 5 лет назад

      @@neveraskedforthis270 oh, guess i'm lucky. I have to make reallife models 1/1 in 3D at work. I hope these experience is the key to an gaming company.

  • @MR3DDev
    @MR3DDev 5 лет назад +31

    This sounded like my life right out school. 100% spot on everything I've been through. One thing that I find important is how you market yourself, is there anything else that will make you stand out aside from your art? I don't consider myself to be at a great level yet, but I managed to find my first big job because someone watched one of my videos that was in the tutorial section of the Marmoset Toolbag website.
    Another advise I would give to anyone starting out is to be open to other possibilities besides what you love the most. I wanted (and still want) to be a character artist, but 70% of my professional work so far has been for environments. Back in school I was like "nah I am not doing props, I want the important stuff". Now is like "bring me ALL THE WORK" because making money doing 3D art is fun regardless of what specialization I have :)

    • @FlippedNormals
      @FlippedNormals  5 лет назад +2

      Once thing you can do to get a stronger position is to network a lot. This will really help your career, granted that your work is in a good spot.
      Also, great comment! Thanks :)

    • @MR3DDev
      @MR3DDev 5 лет назад

      @@FlippedNormals Oh yes, that's the hard part for me because I don't like to go out much and honestly is a bit hard to meet other artists in Houston, TX but I am trying to do it online :)

    • @KRGraphicsCG
      @KRGraphicsCG 5 лет назад

      @@FlippedNormals Yep... the old adage "It's not what you know, it's who you know."

  • @tomsite2901uk
    @tomsite2901uk 5 лет назад +85

    It's because the schooling system is shite. People get said they are brilliant out of fear they could be disappointed and they get higher grades than they actually deserve. And it is as always about the money. A student that gives up doesn't generate Revenue for the university or college.
    I had a similar case in an unrelated field. I was looking for a IT-security guy, got a couple of CVs and one stood out. Royal Holloway, excellent grades, best of class, focused on encryption. Actually it was almost to good to be true. And it truly was. I just asked what the difference between DES and Triple-DES is and if Triple DES is three times as secure as DES, how long the actual key length is and how long the significant key length is (given at this time Triple-DES was still industry standard and AES was just coming out). He couldn't give me an answer, none at all. He didn't know that DES has 56 bits, Triple-DES has a 168 bit key, but the crypto-significance is only 112 bits. He also didn't know that AES is the much stronger algorithm.
    So yeah, they are not even half as good as they think. But there are also the real brilliant ones. They go to university to get that important piece of paper, but they already know their stuff before even starting university. And wanting to learn something does not mean you are an expert just because you went to university. I want to learn about 3D and that since ages, i can't even do the basics.

    • @FlippedNormals
      @FlippedNormals  5 лет назад +10

      Really good comment, thank you! We see a lot of the same things in CG, where people have great credentials but no skills - or the opposite where they didnt go to school, but have learnt everything on their own.

    • @andreworozco8439
      @andreworozco8439 5 лет назад

      I'm attending art college right now and I'm glad that my instructors do not give out good grades for enthusiasm. Some of my instructors are brutal with their grades and are very up front about the competition and how you stack up. Our 3d modeling class can be described as "militant" and we're run through a gauntlet making 4 props from start to finish (engine ready) in 16 weeks. It's not about grades and I've never believed it was, but if I'm learning enough to have portfolio ready pieces and am able to get a job before I'm done with school, then the school will have done its job. I'm not quite there yet but I'm feeling like I'm pretty close.

    • @andreworozco8439
      @andreworozco8439 5 лет назад +1

      What I'd also like to add is that, many students aren't honest with themselves and they don't want to put in the work sadly...

    • @bearbones7913
      @bearbones7913 4 года назад

      I

  • @dxloonacy6394
    @dxloonacy6394 5 лет назад +9

    This is so true. I finished uni 18 months ago now, trying to get myself a junior 3d artist role and I’ve applied for well over 200 jobs but as hardly any junior roles you just get nowhere. Only thing you can do is carry on working on self projects to improve portfolio.

  • @IcedUp
    @IcedUp 5 лет назад +29

    I’m at uni studying computer animation and I had to study more on RUclips and else where. lectures aren’t really lessons it’s like watching someone modelling a dragon and trying to tag along. Im in one of the best University for computer science (won’t mention the name) getting 70-80 percent and it’s like this. I’m in second now and I’m going to study more in my own time or I’ll probably get a less chance for a decent job. Word of advise if you can’t get into uni don’t worry pick a role in the Industry and practise practice practice.

  • @ognevkafenella9741
    @ognevkafenella9741 5 лет назад +1

    Thank you for a realistic view on the market! I'm a graphic design student entering my last semester and in my uni we've always been told that we are bad, no matter what we do it's never good enough. I'm not the top of my class and I've been called stupid, lazy, not fit for the course. While upsetting and discouraging, this kind of treatment made me very stress resistant and gave me clear understanding of the reality. I believe there's is a happy medium between constant let downs and constant praise, and those students will come out the most successful.

  • @hazy6647
    @hazy6647 5 лет назад +2

    At school they always told me to stop comparing myself to professionals. I've always had this mentality of me vs the rest of the world. As in, I compete with everyone globally, whereas school always told me this is a negative way of thinking and wanted me to stop.
    I got really sick of college and now I am doing a more independent way of studying, where I get to basically learn from internships instead of class. I am currently an intern for a VR company and I get to do the concept design and make the finished handpainted 3D models. It's a completely different world and I'm making leaps of progress!

  • @kyleaaron91
    @kyleaaron91 5 лет назад +10

    annnd back to working

  • @erotikusart
    @erotikusart 5 лет назад +23

    My teachers are are going to be so disappointed with you, seeing how my grades are going to drop from now on. :)

  • @2010liamf
    @2010liamf 5 лет назад +5

    As a student myself, it's a scary thing to hear, but it's very true. My class we tend to compare our work among ourselves, which leads to a very close minded opinion of our work

  • @bohdan_lvov
    @bohdan_lvov 5 лет назад +4

    This example of primary school is really interesting: my primary school wasn't able to tech me to wright well, but guess what did?
    Videogames with tons of text and text quests specifically.
    So yeah, this issue aren't limited to VFX, unfortunately, you LITERALLY can trust no one.

  • @LucasPeinador
    @LucasPeinador 5 лет назад

    This is an excellent video and something that should be spoken more to artists on growth. Thank you for sharing this.

  • @carlostk86
    @carlostk86 3 года назад

    Keep hope! Keep working as you can and be patient! Never give up

  • @Omniryu
    @Omniryu 5 лет назад +4

    I really wish this video was around when I was in school. I had one teacher that says stuff on the lines of this and everyone thought he was a douchebag. Turns out, he was right. I really wish I put the extra effort back then. Took me 3 years to finally start getting work in the industry. Could've been further along if I realized how much better I had to be back then

  • @dreamsprayanimation
    @dreamsprayanimation 4 года назад +2

    Imagine having these guys as your competition. Holy shit it's like running into two Deathclaws as soon as you leave Goodsprings.

  • @dorothy3166
    @dorothy3166 5 лет назад +1

    This is a huge wake up call for me, because I am aware that I am not at that level and yet, I am about to graduate in a few months. Thank you for this video! Will be working harder to pull up my portfolio.

  • @alexstach8667
    @alexstach8667 4 года назад +1

    Many of my classmates tried to get the highest grades, because they thought it would raise their chances to get a job. Some of them didnt even put the effort in creating a portfolio at all, thinking the stuff made in school would be enough.
    I'm glad that I put my energy mostly into my portfolio and into getting better at 3D art. I finished my school last month and I'm currently looking for a job. The competition is very strong and I know it's gonna be difficult but I'm sure that I can to it.

  • @sungerbob1786
    @sungerbob1786 5 лет назад

    i think flippednormals is my favourite cgi source on internet. straight to the point, no bs, honest. thank you so much for all the effort. i hope you cover vfx and compositing stuff too in the future..

    • @FlippedNormals
      @FlippedNormals  5 лет назад

      Thank you so much! We really appreciate it :)

  • @Kalosy619
    @Kalosy619 5 лет назад +15

    Too bad many people go to art schools, only to rely on lecturers to teach them how to do "art", when 50% of the time (even more actually) they won't gain enough skills to build upon their portfolio. Heck, they don't seem to realise those schools are only for the resources and the connections.

    • @Toetech0
      @Toetech0 5 лет назад

      I'm actually in this 3D school and we have veeery few lectures. It's 99% of just pure 3D. Really good in getting that routine.

    • @Curryfishballa
      @Curryfishballa 4 года назад

      Exactly. A few classes a week is impossible to cover everything about cgi. Only those passionate and curious who are able to learn things with proper foundation and effective learning will be able to survive in this industry.

  • @M0nit0r_2
    @M0nit0r_2 5 лет назад +7

    I'm a current junior CG artist and I'm worried I may be one of the 4-5 students who are "above average" in their class, but not quite the "insane" one. Everything you've said about your school is also true for my school and it's depressing. They say they have a 100% hiring rate, but I believe most of them to be non-artistic roles or jobs that the student did not want. I have not heard of more than a handful of students who have graduated from my school who have actually achieved the job position they wanted. Gauging skill level against your peers is a real problem. One I believe that stems from professors being out of touch with the industry. Most of my professors have been people 10+ years out of the industry and have no applicable knowledge for the reality of the job market today; Or, graduate students who are looking for entry level positions themselves. I think I had an idea of this reality in sophomore year, but I started fully realizing all this last semester. I just wish I had known it sooner, then I would have had more time to prepare. I guess it only means more years of practice at this point.

    • @zack49
      @zack49 3 года назад

      I'm at Gnomon, is that the school youre talking about? If so fuuuuuck

  • @Cakemagic1
    @Cakemagic1 5 лет назад +2

    There's probably no chance for me at all, but I'll try my best and see what I can do.

  • @RyanMartinRAM
    @RyanMartinRAM 5 лет назад +4

    I appreciate the content and enjoy watching it. I hope that one day you can have shorter, more structured content, and not just "rants."

  • @Dragonaculadorf
    @Dragonaculadorf 5 лет назад

    I really appreciate this video, you guys are spot on. You've echoed every single one of my thoughts about school and the industry. Thank you so much.

  • @artemida3484
    @artemida3484 2 года назад

    Thank you for this video! Could you please make a video about good and bad portfolios? Some examples would be nice, just to give us a more clear picture of where we stand at the moment!

  • @RisingSunete
    @RisingSunete 5 лет назад

    Always inspiring hearing you guys talk about the reality of this industry. Thanks for this kind of videos, they really help us newcomers to better understand what lies ahead.

  • @petarpehchevski3d338
    @petarpehchevski3d338 4 года назад

    I watched this for the first time 1 year ago when I was still a student, and watching it again right now really adds up a whole new layer of value to what they're saying as I'm currently navigating my way around the industry. Really happy I came across this video when I did

  • @simonbustamante667
    @simonbustamante667 5 лет назад +1

    great video guys, the truth is very hard, but it is what it is, I never be able to studied in the right art school and all the "fundamentals" that they gave it to me were wrong, 4 years later, I am in the struggle to become a 3D modeler, thank God for the Internet in another way, I would never be able try it, thanks, guys, I really feel identified with the topics that are mentioned in your videos, it really makes the way a little easier

  • @trice3d
    @trice3d 5 лет назад

    Thank you it's really interesting to have that kind of honest point of view about student work! and it's not totaly discouraging you know, because you explain that it's not impossible to do better. So thank you and good content as always! Keep it up 😀👍

  • @Gweynavere
    @Gweynavere 4 года назад

    This is something that has been sitting on my mind as I've been approaching graduation this year. I know, very well, that I am not good enough nor are many of the students that I've had classes with. I know that the years following graduation will probably be what makes or breaks my attempts to enter any industry because those are years I can finally just sit with what I have learned without worrying too much about grades. Thank you for this thoughtful video and links!

  • @Loonaris
    @Loonaris 5 лет назад +2

    I'm just about to finish a 6 month of concept art internship at a developer studio before I go back to university and this makes me so extra anixous. I've learned a lot in the internship and now excactly know on which level I should get, as well as I know some of my weaknesses.

    • @FlippedNormals
      @FlippedNormals  5 лет назад

      Thats a really good start! :) Basically this entire video is all about knowing what level is required.

  • @zacheryashton6805
    @zacheryashton6805 5 лет назад +4

    Guys you know this really hit at home for me recently. But im still gonna keep working at it.

  • @quapex35tr
    @quapex35tr 3 года назад +1

    No matter what, you should constantly design and have fun with it. Just keep doing stuff, the job will come to you...
    I take renders every day now.. Back in time, I was doing the homework last day, literally... If I had this mindset back then, I would design every hour no matter what... That's why I'm working more than anyone I know.

  • @JUYAN16
    @JUYAN16 5 лет назад +2

    So, glad I got advice from some professionals in the industry before I signed up to Fullsail. I was a taint hair away from ending up in debt for the rest of my life for something I could have learned on my own.
    Fate stepped in. I couldn't find my diploma. So, while I was waiting to get a new one, I was on artstation just talking to professionals asking how they got into the business. A lot of them went to school, but many didn't.
    So, I just said fuck it. I bought every tutorial I could afford, downloaded Maya and 3DS Max. And I've been grinding every day learning everything I can.

  • @dimitrydanchev4546
    @dimitrydanchev4546 5 лет назад

    This information and the one on how to make a good portfolio is so helpful. Please keep making videos.

  • @mrsturtevant1
    @mrsturtevant1 5 лет назад

    THANK YOU!!! Students HAVE to know this. I feel like my school didn't teach me anything but the basics

  • @williamfernandezart
    @williamfernandezart 4 года назад +3

    im 2 minutes in and im already in love with this video.

  • @parrotlegolas3956
    @parrotlegolas3956 5 лет назад +10

    When did you guys realize industry has crushed you/surpassed you? What if flipped Normals brand does not pan out in the long run? Then what? Something else completely?

  • @GrizzleMarine
    @GrizzleMarine 5 лет назад

    I'm so fucking glad you guys are saying this and I made the right desition to leave my course. It was exactly as you described it and was pointless me modeling some of the BS when it had nothing to do with me working toward becoming a creature/character artist. Im not far happier with a shitty pay job not as an artist and working on building a portfolio through online tutorials and taking cheaper courses with indistry professionals online. I think any abitious 3d modeler should take this route as my tutors taught me bugger all.

  • @Cuddle-Muffins
    @Cuddle-Muffins 5 лет назад

    What a positive topic for a Monday!
    Awesome video tho! thank you for all the helpful advice.

  • @hulkster3031
    @hulkster3031 5 лет назад +3

    Henning's and Morten's portfolio gallery couldn't cut it into a rookie gallery in 4-5 years from now on. This industry is a scary one to be in.

    • @FlippedNormals
      @FlippedNormals  5 лет назад +4

      Also keep in mind that it gets a lot easier to produce awesome stuff as time goes on. An awesome reel from 2001 would probably be pretty easy to produce today.

  • @CaroliArt
    @CaroliArt 5 лет назад +1

    I’m in third year at university in video games. I’m so happy I just found your video. Pray for me!

  • @f-halis8706
    @f-halis8706 5 лет назад

    Im from Singapore, and yes it does happen here too, not just in the UK.
    You two are right about the, "3 yrs away from getting a job" thing u mentioned
    Took me that long too to get a decent 3D Visualization job I have today, we just gotta be humble n put in the effort and it will come along.
    If one really wants it then do not stop learning after college or whatever.
    Have the right Attitude,
    It will cultivate the Aptitude

  • @Nhug10
    @Nhug10 5 лет назад

    great video, I want to share this other 3rd year students I think its the perfect reality check we need to know what competition we have outside of the university and what we need in our portfolio.

  • @LazarusRisen
    @LazarusRisen 4 года назад

    Our Uni was shit but they certainly beat into you that you are nothing as well.
    Also to all the people going though rough times! If you hit rock bottom and just have to get a normal job to live. you can only go up in terms of the career you want. you have literally hit your biggest fear head on and mostly living through it.
    Just have to keep fighting through it and find people to talk about. Artist's of all kinds go through this their whole lives before making it big/getting the dream job.

  • @MKsports1997
    @MKsports1997 4 года назад

    The best video I ever seen.. I felt like its guiding me as an elder. Thank you sir

  • @BygoneT
    @BygoneT 5 лет назад

    I love this title. I recently started, there's no way I'm good. Love you guys

  • @KRGraphicsCG
    @KRGraphicsCG 5 лет назад

    I am a self taught 3D artist and I am glad I learned a valuable about the whole school thing, especially since I was in school with students who knew next to nothing about computer graphics and in nearly every class, I always had the edge where I was always teaching myself the newest aspects of the art. This was back in 2004 when I started taking it seriously. Nowadays, I am working on my art, improving my portfolio and most importantly I KEEP LEARNING! There are days where I know people who get the jobs in the industry and I look at their work and I think "maybe whoever hired them saw something they liked", so I would have to tailor my portfolio so people will like it.
    Even applying for jobs, and not getting them because I don't have "production experience" is oftentimes very discouraging/ :(

  • @Blastphemer
    @Blastphemer 3 года назад

    people forget to be part of the gaming industry you are an ARTIST. It is like in the music industry. Being an artist means you need to have deep passion and then after plenty of years busting your ass, you will have a chance to be part of it. I was in the music industry as a drummer and played with several bands around the world. I started as a young kid and all I did was playing drums for 10 years every day and every day again and again and again.

  • @maxximus8904
    @maxximus8904 4 года назад

    I'm the best in my class in terms of 3d modelling, texturing etc. etc.
    And lemme tell you, I have never been so scared in my life as I was after watching this video. I truly hope I will get there and won't have to deal with shitty jobs before I will be able to do the things I actually enjoy

  • @PeterJansen
    @PeterJansen 4 года назад

    I think it's a good idea to figure out where you are on the technical/artistic line. When I went to school, I was an absolutely hopeless artist, but I was competent and passionate about technical stuff. I pursued compositing, and probably by a stroke of luck, got a job straight out of school. I have now been working for 4 years or so, and have picked up a lot of artistic knowledge, but it's really my technical side that pushed me to where I am.
    Some people want to make art, some people want to make movies and video games. If you want to make art, you better be so fucking good god damnit. If you want to "make movies", your options are far wider, because you can choose to focus on something that is very technical, or artistic, or a bit of both (like compositing, or procedural modelling).
    Hey, maybe your environment paintings suck and you don't know how to draw with perspective. Whatever. Sit down and learn Houdini, get really good at it, and people will throwing stones at your window with job offers (with far bigger salaries than those dirty character modellers might I add).

  • @parasarlenka823
    @parasarlenka823 5 лет назад +1

    YAY! Another video for podcast while I model stuffs :D
    By the way, I want to sincerely thank you guys for sharing your knowledge and experiences- the more you share, the more it seems there is left to know.
    The school I'm going, is about to shut down- rumour or so as is a private franchise. So while rest of students are complaining about not going to get a certificate at the end of course, here I'm thinking about how can i improve myself in modelling, sculpting, animation and rigging (so as to make a nice portfolio); as those are my fields of interests. All credits for change of attitude towards my career goes to you guys! More power to YOU!! \(^_^)/

  • @ojanieno
    @ojanieno 5 лет назад +9

    TL;DR you need 3 year experience in a job to get a job :)

    • @nelyrions1838
      @nelyrions1838 4 года назад +2

      3 years? haha, come back after 10 years of experience.

  • @tomer078
    @tomer078 4 года назад

    If you check your expectations, you can start as a Render Wrangler, Generalist in a small company or other non Specialized position.

  • @tarassos
    @tarassos 5 лет назад

    you guys actually answered my dilemma i am working on my own 2 years 8 hours a day as 3d character artist blender substance painter and i thought i needed degree or college education and that this would destroy me but actually is all about dedication and make great stuff on portofolio for jobs thanks guys :)

  • @markkuykendall1751
    @markkuykendall1751 5 лет назад +1

    The only part of any of this that scared me is the notion that NOT ONLY are standards in a given Industry (you vikings are mostly TV/Movies dudes whereas I'm a game dude) are raising partly due to technological//tools//automation advancement but also due to globalization and skill expectations, BUT these standards are advancing or raising faster than I can progress. I can look at my work over time and see constant improvement but if I can't improve faster than the standards raise, I'll never catch up.

  • @sevengames9112
    @sevengames9112 5 лет назад +6

    Your little video will not burn the fires of my ambition and motivation, keep trying.

  • @youpipe945
    @youpipe945 5 лет назад +6

    This is just so depressing,
    I dont even know what to do with my life anymore, I shouldnt have gone to that school.
    No, they didn't tell me all those you get great grade you get a job stuff, in fact they didnt teach anything important at all, all they taught was the super basic stuff, like UI explanation level of basic.
    I've learnt almost everything on youtube, spent time practicing, yet apparently im still not good enough.
    now im graduated, i need a job, but to get a job i need experience, but to get experience i need a job.
    All is lost, I have no idea what to do anymore.
    and watching videos here and arts on rookies/art station just makes me more down, cause it just gives me "You suck, all those time you spent practicing, are still not enough "

    • @yurei8004
      @yurei8004 5 лет назад +4

      Yeah, the feeling that you've spent 15+ years working on your art, and it's what defines you, but you're still not good enough and you will never perceive yourself as good enough, made me consider suicide more times than I can count. I know that probably every realistically thinking artist feels the same. I've decided on a non art related job years ago, but I would lie if I said it doesn't hurt.

    • @Darkflash22
      @Darkflash22 4 года назад +1

      @@yurei8004 I was on that down level too .. I am still not on the level I want to be but the biggest thing what changed in my life was that I stopped worrying. I strted to enjoy the journey. enjoy my curiosity. I found very pleasant that my life have a reason . I mean for my self. Keep improving. Focused desire. And also get in a role that you are not perfect you are human not a machine. But don't be lazy now. Try your best. Thats the top priority. You have life not only career. Try your best in everythink and setup your priorities and dependencies. Make a comfort path to beeing better. After considering this I am much more of a happy person again. I don't think I need anything. I know what I love to do and I want to do it better. :) Good luck.

    • @happypanther17vid
      @happypanther17vid 4 года назад

      @@Darkflash22 good to know you're doing better :)

  • @Fabio-zc7bs
    @Fabio-zc7bs 5 лет назад

    I usually see this happening in my class, Comparing Myself to the others and all. But I try to keep visiting artstation to look at the job of those who are actually working as well and sometimes it's disappointing. I think that Looking to your class is good to see how do you evolve compared to others in that specific time

  • @myte.a161
    @myte.a161 5 лет назад +4

    Yeh I think this is dead on the money, as someone who’s going uni late. I have been pushing my self to mastered maya techniques with 7 days and managed in 8 since appointments. But even I know that’s still not fast enough if I need time on anatomy still and face sculpting. And I know people are ahead of me and working even harder who have much more to lose

  • @3ddin416
    @3ddin416 4 года назад +1

    I was considered to be the guy who was super good in my class at some point. I never thought and still don't think I'm relevant in this industry. I tried to tell some of my colleagues that they needed to see beyond me and compare themselves to the people in the industry. some were receptive others were not. There are also people that are not considered to be good by anyone and think they are crazy good and they eventually have a mental breakdown when they realize they are not good at all. Managing your ego is super important in art school. My school did give us grades, at first I cared about them, then in my last 3 years I never actually watched them. I never compared myself to my colleagues to know if I was good or not, every project I made and I'm doing I always have references of the best artwork I could find on artstation. That way I know at every time if my work is legit. My teachers were dumb af and I mean it. They are so far away to know what's good and what's not it's scary. Thankfully we had people from the industry coming to teach their specialization and they told us what was required to get a job. In my third year, I realized that my teachers were frauds and decided I'll go my own way and shared my experiences tips and tricks with colleagues rather than being in a competition. My Teachers realized that I was kind of a teacher in the class and that I knew more about Maya that they did (some had no clue about PBR workflow, surfacing, Arnold rendering, and act as they did). At that point, I was barely learning anything at school. The way of teaching was not about letting us experience or specialized but rather keeping us in a constant state of CRUNCH with a bunch of poorly supervised "rush" projects. For them, the priority was to respect the deadlines rather than being qualified to do something. This method may have some benefits but we never had the opportunity to make something that met the standards of quality of the industry which was quite an issue since we actually had to do an internship.
    My advice would be to always look what's good on artstation, dissect it, pin it on you're pure ref. if you always look at your ref and compare it to your work and you know had the moment you can't match the quality, it won't hit you as hard as if you were working alone in your corner and the first professional that looks at your work says it's not good. Don't be afraid to restart. Try to be simple and clear. Try to be original. know how far you can push your project. Schools may care more about quantity but Studios care more about quality (when they are hiring). Quality and being specialized get you hired they'll never know if you respected the deadline in school lol.

    • @3ddin416
      @3ddin416 4 года назад

      lol I wrote this before I fnished the video thinking we were not on the same page but we are.

  • @Curryfishballa
    @Curryfishballa 4 года назад +1

    Step 1: look at the elite works in the industry
    Step 2: analyze if you are even any close
    Step 3: cry and says art has no future
    Step 3 alternative: work harder and one day realizes that opportunity comes when you have skills to pay the bills.

  • @Hayny
    @Hayny 4 года назад

    Wow, I am glad my school doesn't have any grading system, but we surely have teachers who haven't been in the field for a long time, if ever. This video was really interesting and reminded me some important things

  • @closeenoughproductions318
    @closeenoughproductions318 5 лет назад +1

    I avoided this video for a while lol. Guess that’s my cue that I need to watch it

  • @Pac0Master
    @Pac0Master 4 года назад

    For me, I went to Mechanical Drafting. There's a similar issue in the field, however the demand used to be pretty high, so there wasn't much competition.
    But the education system is outdated. the majority of entreprise use 3D now, 2D is rarely used unless it's for city planning or something like that.
    I ended up focusing all my effort on the 3D. I barely did anything else once I learned SolidWorks.
    My teacher helped me out a bit, giving me special assignments instead.
    I was by no mean a "model student" because I only did what I considered necessary and ignored everything else.
    But I passed every single exams and I've managed to get a job in a near by workshop.

  • @mathiasaxelsson
    @mathiasaxelsson 5 лет назад +1

    I totally get what you're saying. I studied at one of the "best" schools in Sweden, and many of the teachers had never worked in the industry, and most of the ones that had, had only worked in tiny indie studios, with their former class mates. I was way older than most of my class mates, so I wasn't as easily fooled as some of them, but probably even more frustrated, since I didn't have 10-15 years to get "good enough". Further more, some the software we learned was also getting old, and we didn't learn the newest ways of doing things. I studied Substance Painter and Designer and Marvelous on my own at nights. Think I learned more from RUclips than from going to school.

    • @Emiltecknar
      @Emiltecknar 5 лет назад

      mathiasaxelsson låt mig gissa Va skolan lBS

    • @mathiasaxelsson
      @mathiasaxelsson 5 лет назад

      emil gdi University of Skövde. Some teachers were great though. We got a new 3D teacher the second year and the first thing she did was to fail the whole class. I sort of loved her for that:) ...and people really stepped up their game. Still, she wasn't enough to make the education as good as it should have been - and claimed to be.

  • @TheTanatola
    @TheTanatola 5 лет назад

    wow! just the video to convince me to skip school tomorrow yay
    ..no but seriously great video as always, highly motivational. it's really easy to forget that grades don't matter, especially when you're used to having high marks
    so this is a much needed kick to think more about portfolio and potential jobs rather than useless school projects

    • @FlippedNormals
      @FlippedNormals  5 лет назад +1

      We're really glad to hear its motivational! And if you skip school, tell them FlippedNormals said it was ok:D

  • @peterwurzel1703
    @peterwurzel1703 5 лет назад +9

    Well if you're not good enough you can still get a job as teacher :-D

  • @amrishpatel3501
    @amrishpatel3501 5 лет назад

    @FlippedNormals I wish I had thought of this & not cared about the stupid assignments back then, that way my work wouldn't have suffered so much. Also that former classmate of mine, I mentioned to you guys(On your discord channel) who got awarded Best CGI Student of the year twice & graduated with a 3D Diploma with Merit. Who was very arrogant & acted high & mighty, never got a rewarding job in Character Animation. I looked at her work & have to say, it was nowhere near the level where you guys said we should be aiming for in this video, in order to get a job in the industry.

  • @mae2309
    @mae2309 5 лет назад +4

    Why you gotta go and crush our dreams like that. Specially when am just barely waking up . Lol
    Low blow.. you cold as Ice..
    Thats why i never expose my work because i dont think they are good enough and now flipped normals comes and kicks me when am down.... LMFAOL ..
    Great stuff lots..
    Cheers!
    NOW WE NEED AN INSPIRATIONAL VIDEO.. LOL

    • @FlippedNormals
      @FlippedNormals  5 лет назад +1

      Hah! Great. Next up: Inspirational pump!

  • @olalekanaleem456
    @olalekanaleem456 5 лет назад

    I totally agree with you guys, these days going to school to learn art is almost pointless, the goal of every artist should be Mastering your craft, schools just end up deterring you from that.

  • @SkipperWing
    @SkipperWing 4 года назад +1

    I feel like there is a weird catch-22 that no one has really been able to figure out.
    We keep saying that uni doesn't really prepare you for real life, the profs aren't really focused on what you need to succeed, and every year, the industry and students keep lamenting that the educational system is ill-prepared for preparing students for professional life and...
    ...nothing changes?
    Students go in, knowing school isn't what they need (thanks to videos like this, and social accounts from disgruntled pros and students), but feeding into the cycle anyway. Pros lament the school-learned behavior of students, but, at the same time, don't invest on an institutional level to help fix things (yes, there are individual schools run by pros, but nothing that fixes the systemic issues, where the majority of problems are). And profs KNOW that these are problems (either via perspective, or having been students themselves), but go along with the systemic issues (or expand the problems) anyway.
    What's the fix, other than complaining about it on social media?
    (Also, I'm aware that I'm posting this a year later and most of the commentary has moved on, but it just came into my recommendations, so here we are)
    From when I was a student (2006-2014), to when I started teaching (2019), it feels like this hasn't really changed. Back when I was an undergrad student, this was spot-on, but we assumed that it was individual, and unique to our teachers and fellow classmates. Despite the harshness of my profs (my dept. head explicitly stated that we'd be in competition, upon graduation), We still fell into the same traps this video suggests, and less than 10 people in my graduating class of about 200-300 went into "the industry" or even, to my knowledge, still practice art.
    When I went to grad school, the issues still didn't change, despite having higher requirements for graduation (every student was required to helm/direct a student film to be displayed at the school's film festival), being in a different location, and having a higher quality of professor. Even grad students had high requirements (a thesis paper on the industry and a supplemental visual component, usually a film, and an internship of some kind), but the numbers were barely better than my undergrad, and you can still find an infinite number of complaints online if you look (its a school in Georgia, USA, if you're curious). The school was unique in that they tended to have alumni with more prestigious post-college stations, but the number of disgruntled failures still outranks the number of success stories.
    When I started teaching, I tried to impress upon students how hard they'd have to work to get industry jobs and (due to the location of that school) what they'd have to do and where they'd have to move, to no avail. Very few students had any sort of non-school professional life or extra-curricular projects. When pressed, it was either due to homework for another class, wanting to separate their school lives and personal lives, or having to take on a job (or second job) to pay for school or life beyond school. What I also tended to find was that most students brute-forced "good enough" to get through classes; generally earning 70%+ grades until their senior year, where they brick-walled against the portfolio review required to graduate. When they did pass the portfolio review (sometimes after a year of minute improvements), it was with the same "good enough" level of quality, albeit tailored to the review, rather than a professional standard.
    Even at my current school, there's always a reason or excuse for why things can't be submitted at a professionally acceptable level:
    -I didn't have enough time.
    -I don't like drawing/animating this particular subject/this class's material is irrelevant to what I want to do.
    -I didn't have access to the school resources/teacher at the time I had allocated to do the assignment.
    And... those were the same excuses I made myself 10 years ago.
    And yet, I KNOW there's a LOT of truth to the idea that school doesn't adequately prepare you for the professional workplace. Profs out of touch with the stylistic trends, professional technology, and hiring practices of industry companies (to say nothing of teaching students how to freelance and/or self-promote using new media). "Its not what you know, but who you know." The constant student arguments about how profs are opposed to current pop-culture trends ("Don't do fanart. Don't do anime. Don't use this software.").
    I don't know what the solution is.
    As a teacher who has trouble validating their own job, due to the risk/reward factor of going to school (NO industry job will help you pay back the min $25K you need to finishschool), what's the answer?
    Its anecdotal, but the bar is high enough for teachers that bad ones don't tend to stay unless the school is, in and of itself, "bad."
    My experience has trended towards systemic issues in mindset on the students' side towards learning (students having no perspective or motivation for how hard they need to work), but also empathetical and predictive problems on the professorial side (i.e. teaching what students will need to continue making art and/or put themselves in position for a career, if not a job, rather than simply "graduating"). Also, industry pros aren't really incentivized to build up the educational side of things, either (going back to school to get the accreditation to teach, or regularly interacting with students outside social media).
    What's the answer? On a systemic level, not just individual
    Because videos like these have pointed out the problem, and individual solutions.
    And don't get me wrong, this video is very much necessary, because its absolutely true.
    But I was the student this video was geared towards 14 years ago.
    And nothing has changed, only our ability to complain louder about it.

    • @charlielee2385
      @charlielee2385 4 года назад +2

      I've currently been researching into schools in my area to start my journey into 3D art, and I've been encountering the exact same issues that you've listed in this comment here. It's the complacency to let this happen that I find troubling as well.
      From reading people's experience online, there's so many discussions on programs not being designed well enough, to professors not having the relevant industry experience, all the way to the students not trying hard enough and that's why they fail to enter the industry, etc. And yet people still attend these schools, because there's that mentality of "it's good enough", when in reality it might not be worth the amount of student loans you owe after graduation. I feel like a lot of people don't realize just how serious they need to take an education they're paying for. They neglect the reality that you need to be at a professional standard to get a good job, which a lot of these programs don't seem to offer.
      That's why I've been looking into online education, and have been finding a lot of great online schools that offer what I'm looking for and that's worth spending money on, since a lot of them are miles cheaper than going to a real school. It's weird cause I've been told since I was young that going to uni/college is the way to get a good job, but nowadays that seems less likely the case, particularly with this field. Part of me still wants to go to a physical school because of networking and meeting new people, but the more I'm reading into the programs that interest me, the more I feel disheartened about attending. But on the flip side I feel a diploma is necessary to help my career, so I see the catch - 22 you're talking about.
      Honestly it's been quite stressful, but I'm glad that I chose not to apply for uni/college right after graduating high school last year and spend a lot of time soul searching and really think about what I want in my future education. Your comment has summed up what I've learned the past few weeks while researching online, and it's relieving to see someone else put into words what I've been thinking and feeling about this topic as a whole.
      Thank you!

  • @PaladinfffLeeroy
    @PaladinfffLeeroy 4 года назад

    Gee, thanks guys.
    Thanks for the self esteem boost...
    Not like I am struggling with that.

  • @Imhotep397
    @Imhotep397 5 лет назад

    Another thing is many times you need people to actually mentor you, as in look at specifically what's going on with your work, have some idea of what direction you think you want to go and give you that 5-10 minutes of highly focused and effective direction to facilitate you quickly re-orienting how you think about solving a problem. Most people, even people that are being paid rarely choose to take the time to do this, but when they do it can totally be the difference between someone being successful and failing.
    A lot times you can bang your head against the brick wall a million times, keep practicing and still never get out of a misinformed bad habit or repeating mistakes born from total misinformation about how to do something.

  • @Ali-yd3mb
    @Ali-yd3mb 5 лет назад +1

    So true, I just lost the fight for a job as a Modeller, they wanted someone with productions experience even though they liked my reel and profile :(

  • @justanameonyourscreen5954
    @justanameonyourscreen5954 4 года назад +1

    Glad I never went to 'art school'...cause it's always just been about The Art...couldn't imagine it any other way...

  • @XZCloudStrifeZX
    @XZCloudStrifeZX 5 лет назад +1

    THANK YOU SO MUCH FOR THIS VIDEO!
    I am a recent graduate from an animation school in Bangalore, India. I've specialized in 3D modeling. I gotta say that here the teachers did their job in showing us the tools but din't really dive deep into the current industry standards that companies are looking for.
    I am very passionate for making models for games and I've come quite a long way in understanding the pipeline since I graduated 4 months back by self teaching various sculpting & box modeling techniques inside Zbrush 2018! I was constructing my portfolio using 3Ds MAX during my final year but then when I saw how much Zbrush has merged many modeling, texturing etc utilities, now I've been learning and implementing techniques in mastering my portfolio's appeal!
    As you guys mentioned in one of your previous videos that mastering one software is necessary for quality production ..could you also shed some light on how soon or how much time does a graduate have to get an entry level job? Is a GAP in ones resume after graduation matter for a 3D artist role or is it just pure skill set that companies look in freshers?

    • @c.glazercrush3994
      @c.glazercrush3994 5 лет назад +1

      One thing they check for I see proportions,realism and pop.If your into anime let's say rethink how you convey it.What would the more realistic version look like add to it concept wise etc.

    • @XZCloudStrifeZX
      @XZCloudStrifeZX 5 лет назад

      @@c.glazercrush3994 Thank you very much for that! Could you please let me know if there are good online courses for making models for games? I know there are a lot of them out there but if you know specific ones that'll help me understand the pipeline better and learn more stuff that'd be great!

  • @JagsP95
    @JagsP95 5 лет назад +1

    Trust me I know I'm average. I've seen what other people can do around me and it's always a constant pressure to get better faster. I just want to know how to deal with that pressure and how to build self esteem. I'm always constantly giving up or lose motivation as soon as I think theres already someone better than me.

    • @FlippedNormals
      @FlippedNormals  5 лет назад +4

      One thing which helps me (H) is to try to befriend people better than myself and to surround myself with people who kick my ass. That way, Im sure to improve really fast, as Im constantly getting new ideas and tips on how to improve.

    • @JagsP95
      @JagsP95 5 лет назад

      @@FlippedNormals That's good advice, I should definitely be asking my friends more. Thank you!

  • @xXbananaXxist
    @xXbananaXxist 5 лет назад +1

    Im glad i spend majority of my free time doing my own project.

    • @FlippedNormals
      @FlippedNormals  5 лет назад

      Thats good! Its a great way to improve fast

  • @edmungbean
    @edmungbean 3 года назад +1

    Most of what you're saying about teachers is guesswork and brainfarts, IMO. I'd really recommend you get some decent CG teachers to come on and talk about how much work they put in behind the scenes to keep their classes relevant, to keep ahead of industry develops w/r/t pipeline, practices and software. Yeah, we all know "designosaurs" who left industry long ago and think they know everything and fall short of the zeitgeist, but I'd argue their classicism is still well valid in fundamentals like character design, pose-to-pose animation and color/composition.
    I work at a certain CG school and the teachers there are far more experienced and talented than the hacks you make them out to be. We have a few hacks too, but they'll probably get washed away by the radical belt-tightening UK art schools now have to do. Thanks Boris.

  • @Theillusive85
    @Theillusive85 5 лет назад

    one big issue i see with schools is that they teach you the software and general pipeline across multiple disciplines but they don't allow for students to focus their craft and hone their skills in any area. so students end up with basic work across everything from animation, modelling, rigging, sculpting etc.

  • @T3URD2BOMB
    @T3URD2BOMB 5 лет назад +4

    I'm currently in the boat where not only was I the best out of the students, but I also was better than teachers. Professors at colleges have zero experience and have no care about the students future. They give us bare minimum requirements and knock off points for even more irrelevant things like, "didn't use enough splines" to justify not giving you 100%. Sitting with a bachelor's degree I have so much work to do before I can get into an industry I want to be in.

  • @chancemcclendon3906
    @chancemcclendon3906 5 лет назад

    i went to school at BCIT for 3D Art and Animation. The first thing they told us is that your grades don't matter and most of you won't get a job. sounds harsh but it worked to get us on task.

  • @El3cT123
    @El3cT123 5 лет назад +4

    Thanks for video guys , but what if you are 30+ have family , kids and etc, working job you dont like (not 3d industry) , and started 3d modeling for couple years ago alone and you thinking its your forever and you wanna get job , but its hard when everything around you destracting from the thing you are dreaming on. What your suggestions about that situation ? :) (sorry for mistakes ) :)

    • @fuji3d_studio
      @fuji3d_studio 5 лет назад

      I'm 23, but already married, working in the Architecture field, about to have my first kid and even though I still find some time here and there... I feel your situation, I just can't take 4~5 hours every single day to study like I used to be, so my improvement takes so damn long... I measure it by months instead of Days or weeks. It really feels like it's gonna take the rest of my life to become good and get a good job.

    • @dancaldwell910
      @dancaldwell910 5 лет назад +1

      I think its important to be realistic about your goals. As a family man myself I know how hard it is to get time spare, so don't try to compare yourself to the 20 year old with zero responsibility who has all day to do 3d. Personally, I find that generally you'll get the time you make. Brew a coffee and do a couple hours most nights before bed. If you commute on public transport, consider getting a laptop to practice your art during the time you might otherwise fritter away. Most importantly, make those few hours count - come up with plans for what you want to actually do and write it down so that when you do get some free time you can hit the ground running instead of moving the mouse around thinking of what to do (something I'm totally guilty of sometimes). Study with purpose and eventually you'll get there. Good luck!

  • @anthonymogg2471
    @anthonymogg2471 4 года назад

    this hurts but also helps

  • @DakicSlobodan
    @DakicSlobodan 5 лет назад +1

    I think that generally VFX and AAA games industries today have became a bad place to be, in many ways it thrives on human ego, superficiality and fierce competition which are all unhealthy and not to mention it's closely linked to ever evolving technology at a brake-neck pace - and only always interchangeable artists are getting the short end of the stick, not the fat cat CEO or his shareholders who are not investing a fraction of their efforts to keep up the pace with the industry in that frequency. It's just the spirit of capitalism that took over the once niche games profession and turned it into a monster that follows the same business model as Hollywood or every other corporate entity does. The hyper realism in modern AAA games is just not worth it chasing - because in the end, it will all be done via Artificial Intelligence (AI) driven software and machine learning algorithms. It's a dead end.
    You can not out-pace the machine, it needs not the things like human workers (who need to compensate their daily hours for): salary, health insurance, or to spend it's time with family or friends outside of work. In every cost cutting strategy, the artist will be the first to go. Every "Technical Artist" job ad in gaming industry is an R&D position that will teach the software how to take over the "Junior/Senior Artist" art position in the future once it learns much of it. Software like Houdini is going to replace the need for environment and prop artists, and what custom thing it could not do, it will be outsourced off-shore. 8 years from now Substance Painter will cut the need for texturing artists, because there will be machine learning AI driven iteration of current smart materials that will automatize everything - and make it acceptable for upper management to disregard texturing artists. Today's Character Creator software or Autodesk Character Generator are being used to get the basic human mesh, and face scanning is being used to get the sculpt, and you have a software like Instant Meshes or similar that for example Blur Studio is using to cut down the production costs. Similar software will be developed for movie monsters and stuff like trees are already covered by a plethora of available programs today, so no need to sculpt them too. The writing is on the wall - you will not our run the technology, and as a production artist you will be made made redundant in numbers or partially/generally obsolete for employers when the time comes. Schools are just business like every other looking to sell you a narrative and take dollars out of your pockets. The reason artists are in academia is precisely because they are aware of all of this. Generally, the problem is corporate capitalism and externalities it produces, not technology per-se.
    All my favorite 3D artists that i follow are pushing the entrepreneurial story now. Andrew Averkin of Blur Studios with his Utopia Syndrome game, Vitaly Bulgarov with his two upcoming games, and Tor Frick with his Neon Giant start-up gaming company - are doing their thing in a capacities they are capable of. Ideas and taste is everything.
    The solution is proprietary IP and going indie in any capacity you can. If you are not a top artist - disregard the hyper-realism market and that rat race, and just go indie with a great idea first and foremost. Ideas and creativity are the only thing machines are not capable of (see Turing's Halting Problem, Godel's Theorem for that), and games IP like Minecraft, Angry Birds and Cup-Head (who are technically much primitive and simplistic but are based on novel, interesting and elegant ideas that you don't hyper-realism for) - made million/billions of dollars for their creators. No need to sculpt hyper-real head with Texturing.XYZ for pores and micro bumps and be literally like modern day Michelangelo in quality to do that. Or you can go for Archiviz, Medical Products Visualization, Motion Graphics in marketing industry or other not so sexy niches in the cgi industry that are not so technology driven if you really want to be in 3D.
    Untalented corporate entities that do not know any better then that will always push for eye-candy visuals and dis originality (EA, i'm talking about you) so applying for a job/position in that niche is just pointless to pursue in that narrative. I had this epiphany when i watched the Red Dead Redemption 2 promo video recently and there was an explanation in the promo how artists/programmers even developed the effect of horses ballsacks that are shrinking/expanding and hanging low depending on weather and if the horse is outside in the cold or inside the warm barn. Pathetic. Imagine now you are crunching time in the studio to sculpt hanging ballssacks and coding the engine for the animation of it, and missing time with your family for (what) that. You are spending time on that instead of being with your kids and family. One day you will want to spend more time with your children and spouse and i don't think you will want a cognitive dissonance it your head when you know the more hours you spend with your kid is the time you are not practicing Zbrush or Substance Designer or any new software that comes up that is hot right now and some 20 year old is learning it day and night to outperform you and take your position at AAA or VFX studio because he is still drinking the Kool aid. Not realizing he will probably suffer the same faith as the senior before him - because of corporate capitalism has meet technology. Just my 2 cents.

  • @StickmanStrozzi
    @StickmanStrozzi 3 года назад +1

    Fucking hell this hit me really hard

  • @getrekt8365
    @getrekt8365 5 лет назад +19

    Havent you talked this subject to death already?

    • @JoeBissell
      @JoeBissell 5 лет назад

      your question answered itself with the importance of this topic being frequently covered, it may imply this is an important topic.

    • @FlippedNormals
      @FlippedNormals  5 лет назад +3

      We feel its an important topic, as it might be one of the biggest mistakes we see people make out there as students.

    • @ruok3351
      @ruok3351 5 лет назад +5

      FlippedNormals The thing is, technically everyone is a student for life. Because you never stop learning. Just because you have a decent job now doesn’t mean you can never fall into mediocrity. I see fresh graduates teach veteran devs new tricks all the time. Imo, you guys are becoming really irritating with this topic. You start off constructive and then go into demotivating ego filled rants like you know it all.

  • @biaggiogutierrez6751
    @biaggiogutierrez6751 5 лет назад

    I say that there are excuses, my daily life is not easy, it's hard (venezuela), but even so I set aside a time to develop and learn on my own about modeling, as a consequence I had to go further, I had to look for information about the properties of light, how to render with quality like scott robertson, learning and even learning about perspective, learning even the fundamental design of a vehicle, I still need to learn about color, about aerodynamics, many more factors just to consider me a basic modeling artist, I think many have the oppurtunity to go further and faster than me and they do not, besides the quality of many portfolios are low, because as you acquire different knowledge, you realize the numerous errors in iamgenes in drawings modeled in textures, ALL ART HAS A SCIENCE A PHYSICAL BEHIND, OTHERWISE IF ONE DESCONOCE THAT WOULD BE AN ARTIST PAINTING A CIRCLE IN WHITE PICTURE

  • @avgn1000
    @avgn1000 2 года назад

    Big fish in a small pond sums this up pretty well

  • @captainzoltan7737
    @captainzoltan7737 4 года назад

    could you make a video breaking an example of a fake good stantard of portfolio vs whats actually required

  • @tsunayoshisawada5353
    @tsunayoshisawada5353 5 лет назад +1

    'Maybe track them down. ..Ohh No dont do that!!' 🤔😂

  • @SUSSYMEMES
    @SUSSYMEMES 3 года назад

    Legit I get good grades, my tutors have told me my work is near professional level, but I just dont agree lol, I feel like im not anywhere near good enough and finding a job is so daunting lol. I'm always comparing myself to industry level work and whilst I've improved so much I just know I need to be better.

  • @gamedev-erino5224
    @gamedev-erino5224 5 лет назад

    This sounds like a problem stemming from the colleges themselves. I graduated in May 2018 and was lucky enough to get a job in June. My college was very competitive and people really pushed themselves to do extraordinary work. There were some that did better than others but that happens with everything. If a College isn’t putting out qualified graduates on a regular basis, that’s on the College.

  • @sebastianhdgamer8826
    @sebastianhdgamer8826 5 лет назад +1

    Hello flipped normals you are very realistic on the aspect of applying for a job on the movies & video game industry but this is not sports or news channel you can make your self alone a name and be recognized by the community thus building a fan base thus making money from the fans you have built this is what makes art art is not a only about going into the "industry" is about making yourself a name either way every true artist knows that you do art for the love sake of it it's just like music, music artist some broke some with money but having a love for the craft is all that really matters at the end is not simply applying for the industry thus getting rejected thus feeling like applying piece of shit I think you guy's applying just the typical guys that don't push them self further than what other people tell you and you are happy just by getting into the industry when most of the times it comes down to keep pushing yourself forward every one was once a learner not senior character designer or rigger animator learnt their craft in a blink of an eye is just pushing yourself forward in what you love