Then I enrolled at Gnomon School of Visual Effects and started their Maya Immersion Program (6 weeks of learning the basics of 3D), this was my whole experience learning how to navigate Maya - 13 years ago.Ĭut to 10 years ago in 2010 - I’m working at Best Buy at a Geek Squad tech, hating life, depressed as shit at making $13/hr and usually having to sell my things to make rent (living in Los Angeles is also having to live with your ego and not letting my parents know I wasn’t “making it”.ĭuring 2010 I had a friend who I went to Film School also but for Producing and Writing. I went to film school here in Los Angeles for Editing and Sound Design and was kicked out for using a DVCam deck (That’s how young/old I am) that I wasn’t supposed to. I grew up homeless at times and usually had to help make end meets. I’m 35, went to public school my whole life, barely graduated high school with a 2.8 GPA, born to two Hispanic immigrants who crossed through Mexico from Guatemala into San Diego back in 1979, wadding through shit water, setting up their lives in Los Angeles all while not being able to speak english, handle discrimination, deal with racists and landlords who treated them like second class citizens. Discord, CG Circuit, Vimeo and YouTube are your friends, and I’ve actually seen some great work and advice here on Reddit too.Īlso keep in mind if this helps motivate anyone. Yes of course I’ve taking small courses but I never chose to go into VFX, it just happened. I’m very happy this is helping everyone see the plus side of the VFX/Motion industry.įor those wondering, I’m self taught. It's always hard getting the foot inside the door. Still, it all comes down to your reel and knowledge at the end. So there are definitively good places to be, that combines very well with your personal life. Since the job is fairly relaxed, I even have time and energy to take on occasional freelance jobs too, where I might get my dose of "explosions". I hardly ever go over 40hours a week, and nowadays we all work from home too. While the projects might not involve explosions, we have creative control. ![]() Some of the others are moving more towards C4D - just depending on how technical they like to be. Sometimes I just help out with VFX for the other artists' animations. I've been solely using Houdini for all my projects for a few years now, and the quality and effects we can provide have gotten a good bump! We usually carry an animation from concept to finished product, so all done in Houdini on my part. But now there's a big shift for different and some fairly obvious reasons. Our animations are heavily revolved around CAD models provided by our engineers, and it has been a 3dsMax heavy production pipeline for decades. I work for an in-house marketing team in the energy sector. Houdini lets you manage complexity at any scale and you can build that up gradually as your scenes grow. Basic but when you can do that in one click it's magic. Simple stuff like exporting a bunch of assets to fbx and shoving them all into different asset folders. Recently got into the PDG (Tasks) graph to help with a unity project. ![]() You just never have to remake anything because of client feedback. It can be tedious to set things up the Houdini way compared to other DCCs but when the inevitable changes come from the client the procedural nature makes up the time pretty much by the first revision round. Although if it can be modelled procedurally then it absolutely should! Modeler by Alexey Vanzhula has been the missing link to bring excellent direct modeling into Houdini and I could finally completely dump Maya. ![]() I use it for everything from stills to motion graphics and unity realtime work. Oh, and I also make sci-fi interface designs with Houdini: This applies to anything you need to build. But then you can make new fences in seconds. The first one will take 3x as long as modeling by hand. Need to make a lot of fences? Make a reusable fence tool. Like UV layouts, polycount optimization, texture atlasing.Īnd your pipeline gets faster the more you use Houdini. It's amazing for modeling: everything remains editible and I can "automate" the tedious parts of 3d work. I generally start out loose, blocking in thinks with curve + extrude nodes. TONS of game studios use it to solve the challenges that are really tough in traditional 3d packages like Maya. ![]() To be honest, I've never even touched the FX tools in Houdini (aside from a bit of cloth simulation) I use it for modeling VR environments (game art stuff).
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