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Old 05-24-2010   #1
dr01d
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Join Date: Dec 2006
Location: Canberra, Australia
Posts: 2
Default breaking free from design

Hey guys,

Have been a lurker for some time now and am interested in finally breaking free from graphic and web design and getting into games or film which I have had an interest in for over 25 years.

I have decided to spend the next 6 months putting together a game/film art portfolio as most of my 3d work has been design related.

If I am aiming to work somewhere like....weta, who work with maya. Should I learn maya whilst putting together my portfolio? It would look better on the application and I could hit the ground running so to speak, but the sacrifice to the time in putting together the folio would suffer because of the learning curve.

I am very fluent in lightwave, modo and zbrush primarily, amongst a handful of other apps.

I think I know the answer to this, but is it better investing time into the folio using whatever techniques/apps neccessary or learn maya and industry techniques (looking better on paper) and spending less time on the folio?

I ask this as I have seen online applications where I would look bad with no formal training/experience but would probably nail it with the folio.

thanx in advance
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Old 06-03-2010   #2
Amonite
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Join Date: Jul 2009
Location: Washington
Posts: 98
Default

This is just what I have picked up from lectures at PAX, LOGIN, Escape Studio and others (it could be wrong, but it makes sense):

It is better to focus on the portfolio, provided the pieces are of the same type/genre/feel that the company you are targeting produces. A great portfolio/demo reel is better than knowing the specific pipeline or product of the company (although that cannot hurt, at all), as 'software changes, the fundamentals of art do not'
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