Getting a Job in CG: Real Advice from Reel People

Getting a Job in CG: Real Advice from Reel People, Chapter 3: What to Learn
This book excerpt is from "Getting a Job in CG: Real Advice from Reel People" ISBN 0-7821-4257-5. All rights reserved. Chapter 3: What to Learn., is posted with permission from Sybex.
Here is an excerpt from chapter 3 of the book. I have a copy, but it is a little outdated. The industry changes way too fast.





WHY [3D] EDUCATION ISN'T WORKING . . .

Here is another interesting article I came across in 3D World magazine “Why [3D] Education isn’t Working” by Mark Ramshaw. Although this article is more UK centric, it basically examines what kind of student schools are producing and what industry is looking for. Ramshaw also contrasts the role between university, industry and the student in educating the students or themselves.
One of the terms mentioned frequently is “industry-ready” and when Martin Bowman says, “I firmly believe students should be industry-ready,” what does he mean by “Industry-Ready” and what kind of jobs should they be ready for? - the big picture thinking, the story telling, the creative powerhouses or a just digital grunts. Jobs that can be out sourced and in many cases automated. Is he suggesting that we should be focusing on just getting the tools into their hands and teaching them just skills? He mentions that he ‘believes there should be courses for students who wish to make experimental, thought-provoking animation but then mentions that there are absolutely no jobs in it for those graduates.’ 
Ramshaw then argues that there are ‘other things that a university education should provide – things that can conflict and compete for time with content geared towards walking in to a job. I totally agree and feel that ideally students should receive more of a liberal arts degree first. And then focus on the skills at a certificate school like VFS. BUT, who can afford that $80 – 120k for a university based degree and then continue on for a certificate? It is not realistic. Or do we just get them in to industry ASAP and provide skill based education, but happens when that skill is not needed or evolves? Where do these students go from there? “It’s an expensive, all-or-nothing gamble”, says McCampbell - Computer Animation department head at Florida’s Ringling College of Art and Design.
Matthew O’ Neill gives out advice at the end the article stating, “. . . for any prospective student would be to take a step back and look what you are looking to gain from university. Attending university is no longer a prestigious thing which you should be grateful for. You are buying something with your own money, so think of it as a business decision.” I agree you should take it seriously, not all schools are created equal. But I do not agree with the de-emphasis of the university, being well rounded makes you more marketable and you can bring more to the table than being just a technician.

ELEMENTS & PRINCIPLES OF SCULPTURE

Here is a short article that covers Elements and Principles of sculpture from the Creative Wisdom E-Zine. You will have to scroll down a bit on the page.


ELEMENTS & PRINCIPLES OF SCULPTURE
By Nancy DeCamillis


To create a successful sculpture, the artist must be aware of design elements and principles. The elements help the sculptor complete the principles, which are the basic rules necessary to attain the best outcome for a sculpture project. A unified and pleasing composition is the result of how effectively the sculptor uses these elements and principles. (more)

http://www.sculpturalpursuit.com/Archive/Graphics%20&%20Images/CW%20Issues/CW0508.htm


Gage/Clemenceau Architects use Autodesk® Maya® software to move beyond typical architectural design limits.


Gage/Clemenceau Architects is a New York City– based architecture and design firm with projects covering a broad spectrum of scales: from a large hotel/resort, to residential projects, even furniture and product design. Founded in 2002 by Mark Foster Gage and Marc Clemenceau Bailly, the firm employs designers and architects with a diverse range of backgrounds—from architecture and interior design to motion graphics, fabrication, and sculpture—resulting in projects that move beyond the limits of a typical architectural practice. The work of the firm is motivated by their preference for design innovation above simple styling, relying on novel alliances between progressive technologies, new materials, and a renewed interest in architecture as an exceedingly visual and aesthetically driven discipline.

Here is a link to the article: http://images.autodesk.com/adsk/files/gage_clemenceaufinal.pdf

Design Visualization for Architects


3D is increasingly a part of everyday design in the architecture, engineering, and construction industry. Many digital design and visualization professionals, have turned to Maya. It offers the broadest range of tools for creating high-end models, sophisticated effects and convincing character animation. It has 2 integrated software renderers, and output support for popular digital publishing and multimedia file formats. Whether they're creating content for print, web, multimedia, or video, digital artists find that incorporating 3d imagery made with Maya gives their work a creative edge.
Here is a short promotional article regarding Autodesk's software and Architectural Visualization. It gives students an idea how it can be integrated into the industry work flow.
http://images.autodesk.com/apac_sapac_main/files/design_vis_broch_final_us.pdf

2008 Architectural 3D Industry Award Winners

The Awards Competition is open to everyone in the Architectural Visualization industry to highlight the best imagery and animations done in 2007/2008.

This year's awards was divided into two categories: Still Imagery and Animation. From the submitted entries the public will select the top five in each category. The winner of each category was awarded the exclusive 3D AWARDS trophy during the Mundos Digitales Conference. www.cgarchitect.com/3dawards/

This contest was sponsored by www.cgarchitect.com, which is a great resource for students who have more architectural focus or just to show students other 3D industries.

I always tell them that, most people only associate 3d animation with Hollywod, but infact 3% of all animtion out there is for Hollwood and game design. So where is the rest of industry?



Wall-E (Three-Disc Special Edition + Digital Copy) (2008)

If you have not bought it yet . . . Buy the 3 disk special; it come with a great documentary - The Pixar Story By Leslie Iwerks An Award-Winning Filmmaker Tells The Riveting Story Of The Innovative Company That Revolutionized Hollywood.

I originally saw it at SIGGRAPH in August and John Lasseter introduced the film. It was an awesome event.

The documentary was produced by Pixar, so it is a bit one sided. If you have a student who is really in to Pixar, have them read The Pixar Touch: The Making of a Company by David A. Price.


The Art of Robots


On my recent trip to Vancouver, BC, one of my past students told me about an art book store, Oscars (1533 w Broadway), walking distance from VFS. They had a great animation section; the largest one I have ever seen. Well, it is not that big, but big.

I found a great book The Art of Robots (Hardcover) by Amid Amidi (Author), William Joyce (Author). I talks about the art of the CG film Robots from Blue sky. What I really liked about the book was that it showed all the material reference images with the character sheets.



I paid $16 . . . what a deal!



Oscar's Art Book Store www.oscarsartbookstore.com


The Sci-Fi Boys

The Sci-Fi Boys is a great documentary ro show your students what inspired the greats . . .

Peter Jackson, George Lucas, Steven Spielberg, John Landis, Dennis Muren, Ray Bradbury, Rick Baker, Roger Corman, Ray Harryhausen, Forrest J Ackerman, Stephen Sommers, and other legendary all-stars of cinema bring to life the evolution of science-fiction and special effects films, from the wild and funny days of B-monster movies to the blockbusters of today, including KING KONG.

This is the story of the Sci-Fi Boys, who started out as kids making amateur movies inspired by FAMOUS MONSTERS OF FILMLAND magazine and grew up to take Hollywood by storm, inventing the art and technology for filming anything the mind can dream. The DVD has the 80 minute feature, plus over one hour of bonus features of rare sci-fi treasures, described below.

More free HDRI maps



















One of my students came across this collection of HDRI images. Ideally you want to create your own HDRI maps for a specific scene/environment, but having a good collection really saves some time and you can fake it fairly well.

http://smashmethod.deviantart.com/art/High-Res-HDRI-Map-Pack-1-9597501
http://smashmethod.deviantart.com/art/High-Res-HDRI-Map-Pack-2-ab-10036562
http://smashmethod.deviantart.com/art/High-Res-HDRI-Map-Pack-3-10152791