View Full Version : Zbrush in Games Industry
Zilant
March 5th, 2008, 01:52 PM
Pondering the practicalities of Zbrush knowledge for Games Industry hopefuls.
As far as I understand the situation (and please feel free to correct);
In the Games Industry, especially smaller studios, concept art positions are usually joined with modeling to one degree or another. And lord help me, my modeling isn't what I'd consider one of my strengths. If it weren't for Zbrush, I would be completely hopeless.
What really worries me (and my mediocre modeling worries me plenty) is that a precursory wandering through Hiring information, Zbrush is mentioned in passing, if at all.
I wonder if it's a mistake to rely on it.
I'm thinking (hoping?)
The aversion lies in Video game models needing to be low/mid-poly to work within the technical constraints of the console. And one of the minor faults of Zbrush is how the push and pull interface makes it deceptively easy to make high-poly meshes. So all I would need to do is brush up on subdivision history/levels and I'm gravy.
But, I don't want to just assume, so here I am, asking.
Is it OK for someone hoping to land a Concept Art gig in the games industry to model in Zbrush?
aesir
March 5th, 2008, 02:40 PM
most concept art positions, including small studios, dont require the artist to know how to model at all. Modeling is a bonus that helps concept artists make exact concept on top of a model that can be handed off to a 3d artist to use as a size reference. Most concept artists dont model at all. You certainly wont be expected to make a proper low res mesh to be used in game. That would be the 3d artist's job.
FlipMcgee
March 5th, 2008, 04:25 PM
Most concept artists dont model at all.
True.
But I think there'll eventually be a specialist category: the 3d concept artist.
Zbrush and Mudbox both have layering abilities similar to Photoshop. And Zbrush has a mesh extract feature too where one can quickly derive base forms for costume/detail designing use, not to mention quick 3d and 2d texturing capabilities (uv layouts not required!).
So I think this powerful tools would progressively play a significant role in concept art generation. Seen the Mass Effect art book? Besides the painted enviros, Bioware used models for some of the more complicated levels (it looks like they were done in sketchup). They didn't bother painting over them anymore.
I have a feeling too that drawn orthos are going to less used when more concept artists are starting their designs as 3d models.
Zilant
March 5th, 2008, 05:24 PM
Ah!
Good.
:teeth:
I gotta' say, there are quite a few video game company websites that are doing a great job of obfuscating the roles of the various artists in this industry. Quite a few just have a blanket "Artist" description, that runs the gamut of 2D and 3D skills.
I thought that just meant smaller companies liked more jack-of-all-trades-y applicants, but now I'm guessing it just means they really didn't care to spell out each job description separately.
I'd be more irritated, if I wasn't so relieved.
Thank you, Aesir. Much appreciated.
I have a feeling too that drawn orthos are going to less used when more concept artists are starting their designs as 3d models.
Awwwww Flip.
Just when I was at peace with my mediocre modeling ability, you had to go and say that. Sniffle.
Seriously, though, that's an interesting theory. There just needs to be more newbie-friendly versions of Zbrush and Mudbox. Even though they're a more attractive tool to someone with a traditional art background than say, Maya or Max, just because they making modeling more like sculpting and painting than an orgy of geometric technicality. It's still one hell of a learning curve for a tool.
Flake
March 5th, 2008, 07:32 PM
ZBrush, while sweet does make it easy to make deceptively complex models.
If you want a modelling job they're going to want to see clean wireframes in a standard 3d format. (Max, Maya, XSI, Silo, MODO, Whatever)
Concept art tends to be a different job, but knowledge of any modelling is never a bad thing...
dbclemons
March 6th, 2008, 07:36 AM
ZBrush does Normal mapping very well, and this is very important now in many games.
Vhan Juju
March 6th, 2008, 10:38 AM
Hey, let me interject something here, you guys think that if a modler doesn't know Z-brush or mudbox, that they will be expected too know how?
Flake
March 6th, 2008, 09:13 PM
Hey, let me interject something here, you guys think that if a modler doesn't know Z-brush or mudbox, that they will be expected too know how?
Dunno, but it couldn't hurt to learn the basics, they both have demo versions I believe.
Mungus
March 18th, 2008, 10:33 AM
no concept art position I've known of has asked for 3D knowledge, let alone Zbrush.
in some very limited circumstances regarding company, console and project such a thing is possible, but as a rule of thumb it's at the bottom of the skill priority list.
I wouldn't worry about it, unless you already have this arrow in your quiver. If you do, then you can play the field between concept artist and in-game elements artist (leverage more financial remuneration and enjoy more work variability).
Pixeltron
March 22nd, 2008, 03:05 AM
From my experience and those of friends/ colleagues in the industry you can expect to be working in multiple roles with the possible exception of the huge studios. For example, modelers will need to have texturing and rigging skills along side their ability to model.
So far I haven't come across an instance where Zbrush was absolutely mandatory. That being said the wider your skill base is, even if you're not great, the better your chances of being employed are. Never turn down the opportunity to learn new art skills.
vBulletin® v3.8.2, Copyright ©2000-2012, Jelsoft Enterprises Ltd.