As an aspiring Video Game Cinematic Artist, it's important for me to not only be savvy in 3D modeling programs like Maya, 3Ds Max, or Z Brush, but also know how to manipulate texturing programs to create hyper-realistic (or as close to realistic as possible) textures for my models. After all, the point of a cinematic trailer is to show how awesome the game looks with the technology we have today. As an artist that likes to pay close attention to even the smallest detail(s)-despite my very sketchy drawing style-I'm hoping this helps, rather than hinders, me in the long run.
I recently just began the texturing section of my 3D modeling class, and I hope within a somewhat short amount of time-at least before I graduate-that I can learn how to not only make, but enhance the textures to a point that they look real and, to an extent, professionally made. Granted, I'm still just a student, but if I want to be a cinematic artist for video games, I need to get it as close to real life as possible (this changes depending on the style of the game, of course).
I would have to say I'm pretty excited to start the texturing section. My class is building a level based on the theme "Renaissance of Machines," and after modeling and unwrapping our modular kits, we are now on to creating textures for the walls, stonework, fresco, plaster-anything that might be needed to make the finished versions of our levels. I know I won't be making the most amazing looking textures-I've never even used Maya until this class-but I definitely am going to try and get it as close as I can.
I would also like to point out that I've never used Maya until this semester, and I felt pretty accomplished with the models I'd created for our modular kit, especially when I received a B for them. I will hopefully post pictures of the models soon.
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