In my DDA class, we are beginning to make 3D objects and modify them with the ProBoolean modifier. ProBoolean is definitely a fun and rewarding modifier, but takes a little bit of getting used to. There are multiple different tools that you can use within ProBoolean, and small modifications that my class has not gone deeper into and I don't understand. The tools, though, were very fun to learn and work with. All of the tools are very convenient and rewarding to use as well. The union tool allows you to make multiple objects into one selectable object (and removes overlapping polygons). The intersect tools allows you to create one object out of the intersection of two selected objects. The subtraction tool removes a section the dimensions of a selected object from a specified object. The merge tool merges two objects together (without messing with polygons). The attach tool attaches multiple selected objects to your chosen object. The the insert tool is complicated and I have yet to use it. It basically masses only with the polygons of one object but not the other or something along those lines. I'm sure all of these have a use, but for the ones that I did use it was evident how they worked and it was just so satisfying to make one thing out of so many small things. It's a little uncomfortable at first, but it doesn't take that long to get used to.
In Summary: -there are a lot of ways to use ProBoolean -ProBoolean is very satisfying and fun to use after learning it
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In my DDA class, we have begun to do some pencil sketching. This is most likely to help us in the realms of concept design and story boarding. There are some people that have been sketching prior and are very good at sketching. That is not the case for me. I am not great at sketching, but I still find it very interesting. We are starting with the human form, and there are a lot of things about it that are very interesting. Sketching is very hard, but that does not mean that I don't enjoy it a little bit. I like trying to replicate something that do not understand in the slightest, and getting the satisfaction of actually getting a form to not look like complete and utter garbage. There are also a lot of elements that can make drawing forms easy to do, like specific shapes and alignments that you can use for different features. They make learning them a little difficult but will most likely help me in the long run. My favorite part is definitely the shading. Just seeing all of the contours light up and everything come together is really satisfying, even if I didn't do it that well. The hardest part for me was learning how to draw the far side of the face, or the one most squished by perspective. I could never seem to find the right proportions to make the face look as realistic as possible. All in all, drawing is something that I definitely need to get better at, as we are going to be doing more of it throughout the year.
Summary: -Drawing is hard -Drawing, despite being hard, is also kind of fun As the game industry grows larger, more and more potential jobs open up for people who want to pursue this path. But as the industry grows larger, it also grows more competitive. Just as more opportunities are created, the more people are vying for those spots. With this much competition, professionalism becomes more and more important. The easiest way to not only show professionalism and put yourself that one extra step ahead is with a well organized portfolio. This portfolio should not only showcase your talents but also be oriented towards the company and position you are applying for. Your portfolio is meant to grab the eyes of the employers that are meant to hire you and make them interested in what you can do.
Another thing to worry about in your portfolio is how it's presented. You need to make sure that whatever is going in your portfolio not only exemplifies what you can do, but is also consistent. You want all of your art pieces to be similar quality (that quality obviously being as high as you can make) and represent you well when put next to each other. You should construct your portfolio in such a way as to highlight the things that you excel at. There are a lot of small things that the people that will hire you might nitpick or criticize, so try to scope out what they look for to keep those inconsistencies minimal. Overall, I could definitely revamp my profile to make it more appealing and easy to look at. as I am not that experienced, I still have a long way to go in terms of artistic quality, but for the time being I can definitely try to make all of my works have a similar and more consistent style and quality. Summary -Portfolios in the game industry are more important than ever -You want your portfolio to not only exemplify your talents, but also be tailored to your employer -You should try to keep a consistent style and quality among your displayed works Citations -DeFelice, Karen. “Create an Awesome Design Portfolio with These 20 pro Tips.” Learn, Canva, 29 Aug. 2019, https://www.canva.com/learn/portfolio/.Sierra Mon. -“Top 10 Portfolio Tips for Game Artists.” ArtStation Magazine, 28 Mar. 2019, https://magazine.artstation.com/2019/03/games-portfolio-top-10/.James Brightman. - “Your Game Portfolio Is Your Greatest Asset.” GamesIndustry.biz, 30 Apr. 2014, https://www.gamesindustry.biz/articles/2014-04-30-your-game-portfolio-is-your-greatest-asset. |
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