How many people out there are thinking about becoming a 3DCG artist, or were thinking about becoming a 3DCG artist but are now doing something different?
Once upon a time, Toha was "the person I thought I was, but now I'm doing a different job".
I've never touched 3DCG and I didn't go to art school. My current job has nothing to do with 3DCG.
One day, however, I decided to become a 3DCG artist, which is what I wanted to be.
This article describes what Toha did from being a working adult with no 3DCG experience to becoming a 3DCG artist.
Start Learning 3DCG First
Anyway, first of all, I decided to start studying 3DCG.
In fact, before he started working as an adult, Toha applied for a artist job at a game company even when he was a fresh graduate.
Well, I failed all of them, so I got a different job... At that time, of course, I had no experience in 3DCG, so I only had analog pictures in my portfolio, which was required for application.
Moreover, he was not a very good artist. Looking back on it now, it was quite reckless.
I could see that doing the same thing as before would yield the same results, so I thought, "This is not a possibility unless I learn 3DCG.
Once you decide to do something, you have to act.
I decided to start studying 3DCG at home while working at the company.
In the case of Toha, I didn't even know how 3DCG was created in the first place, so I started by doing a lot of research on the Internet.
I found out that it was supposed to be made using special software and that I needed a computer with high specs, so I decided to buy a good computer and install the Maya software.
(*The computer specifications required for 3DCG are discussed in a separate article About 3DCG Production Computers summarizes a bit more. Please take a look here if you like~)
Self-taught in 3DCG, Studied 3DCG at a Technical School From
Once you have a slightly better computer and Maya, it's time to start learning 3DCG.
When I started studying 3DCG on my own (around 2006), the Internet was not as widespread as it is today. It was difficult to learn from information on the Internet, so I studied by looking at Maya books I had bought.
However, being a 3DCG novice, I had no idea what the technical terms in the book were saying.
I was thinking, "3DCG is so difficult..." and I was proceeding at a turtle's pace.
At that time, I heard from one of my seniors at work that he was attending a vocational school for interior coordinators while working.
Heh! I see that there is a vocational school option!
I looked into it and found a course for working people who work at a company during the week, where they can study 3DCG in classes only on Saturdays.
I decide to take the "Comprehensive Pro Course CG Creator Major" for six months at a technical college called Digital Hollywood (commonly known as Digihari), where he can take that course.
As a result, I am so glad I studied 3DCG at a technical school.
If I had continued to study on my own, I probably would not have become a 3DCG artist. Even if I had, it would have taken me a long time.
In my case, my ambition was to quit my current company within a year and become a 3DCG artist! So, the curriculum of a vocational school where I could study efficiently in a short period seemed to be a good fit for me.
There are advantages and disadvantages to both methods of study, self-study and technical school, and I think it goes something like this.
|Study at technical school|
Attending a short-term course at a technical school costs money, but allows students to acquire the minimum knowledge and skills necessary to work as a 3DCG artist in a short period.
However, there is so much content taught in one class that it is impossible to learn it all just in class.
You will need to make a steady effort to take notes and review them on your own when you get home, and not miss class even if you are tired from work.
When studying on your own, you do not have to pay the high tuition fees of a technical school, and you can study little by little between jobs at a pace that suits you.
However, there is no one to ask quickly when you don't understand, so you have to solve problems by yourself.
Finding your own solution is the best way to learn, but the bottleneck is that it is time-consuming.
Incidentally, the "concept of 3DCG" is difficult to study on your own, but I have written about it in this blog 3D Model Creation. If you are aiming to study on your own, please take a look!
Basics of 3D Models 1) - The 3DCG World is Managed by Coordinates I also discuss the concept of 3DCG at the beginning.
Creating a Portfolio with 3DCG Works from Technical School
I started studying 3DCG to become a 3DCG artist.
When it comes time to find a job as a 3DCG artist, you will need my portfolio.
Well, the curriculum of Digihari's "Comprehensive Pro Course CG Creator Major" consisted of "6 months of classes once a week + 3 months of graduation work.
Since assignments are given in almost every class, you will create quite a few 3DCG works over nine months.
And the 3DCG works created in these assignments,
if finished properly, can be put directly into your portfolio.
Basically, creating a portfolio is time-consuming and difficult.
If the number of 3DCG works is small, it starts with the creation of the works, and just thinking about the order and layout of the works to be included is a difficult task.
However, in technical schools, students create a lot of 3DCG works like assignments, and the assigned works are reasonably varied, with some having buildings and others having characters.
By the time you graduate from a technical school, you will at least have a good number and variety of works.
It is really efficient that you were able to study 3DCG and at the same time create a portfolio necessary for finding a job.
*For the portfolio, see How to Create a Portfolio.
The portfolio that I created for my job search was a portfolio of assignments from 99% College. However, I was can get a job with that portfolio.
However, if the assignment was not completed, please make sure it is completed before you include it. You should not include any unfinished work.
By the way, I left the company at the same time I started my graduation project - I'm not a member of the company.
Apply Portfolio to 3DCG-Related Companies
Once I have prepared my portfolio, it is time to start job hunting.
No matter how much I studied at a technical school, nine months ago I was an amateur who knew nothing about 3DCG.
I don't have high hopes. I will work from the stance that it is OK if I can find a job at a company that does 3DCG-related work, regardless of where it is.
This is because I was told by a Digihari instructor that
changing jobs within the 3DCG industry is common and it is easy to change jobs to other companies in the same industry.
He said it's important to join a company first, even if it's a part-time job.
So this is the job hunting method that Toha chose, "to get a job somewhere anyway".
- Read the full page of the CG Production Yearbook, a book that introduces every CG-related company in Japan.
- If you find a company that you like while reading, write down the company name and the page on which it is listed.
- Narrow down the list to "companies I particularly like" while researching the details on the company's website that you have written down.
- Write a list of "what you like" about each of the companies you have narrowed down.
- Expand on the "what you like" you wrote down and use them as your motivation for applying to the company.
- Prepare a resume, statement of purpose, and portfolio for each company and apply by mail.
The CG Production Yearbook is a one-page book that introduces each company in Japan that deals with 3DCG.
It includes all kinds of companies that handle 3DCG, from well-known companies that everyone knows to small companies whose names do not usually appear on the front page.
Even if you say you want to find a job anywhere, it is unlikely that a company will hire someone who applies for a job with that kind of feeling.
But with this method, you will always have your own "what you like" for the company you decide to apply to.
There is no lie in my motive for applying to that company, so I have no trouble being asked why I want to work there, either on paper or in an interview.
When choosing a company from the CG Production Yearbook that you think is "what you like"...
- If you like the first impression, write it down.
- I don't care about the type of industry, location, or whether there are jobs or not, for now.
- Consider detailed conditions when narrowing down the company later.
- Even a poor shot will hit a lot of targets. I'll apply to at least 10 companies.
I did it like that.
It is a lot of work to prepare a resume, but once the documents are ready, you mail them in and wait for the results.
And I Find a Job...
In seeking employment to become a 3DCG artist, Toha did not use job sites or recruitment agents.
I just didn't know and had no idea to take advantage of them.
But thanks to applying for jobs at various companies on my own, I learned firsthand that there are many different ways to deal with a company.
After I mailed the applications to 10 companies, 3 of the 10 companies contacted us a short time later.
One of the companies contacted me with a rejection, and two companies contacted me with interview requests. One of the two companies that requested interviews was a video company in Tokyo, and the other was a game company in Kyoto.
As a result, Toha will be employed as a 3DCG artist at a game company in Kyoto.
Of the 10 companies to which I applied for jobs, my impression of the 3 that responded to me immediately is very positive. Even if it was a rejection letter, I appreciate the fact that they let me know the outcome right away.
After that, you will gradually be contacted with the results of your application. Some companies will end with a single piece of rejection paper, while others will return your portfolio even if you do not make it.
Some of the rejected portfolios were sent back with a comment from each employee. (Comments ranged from "I think you have the ability, so keep up the good work" to "Do you really think you can get a job at this level?)
There are companies that I have not heard from for a month, and there are companies that contacted me about two months later asking me to come in for an interview.
When I learned that different companies respond differently to different requests, I realized that job-hunting is not just a matter of finding a job, but also a matter of finding the right job for the right person.
It's where the company looks at who they hire, but it's also where the person being hired looks at the company.
I realize that this is not the case.
If you apply for a job on your own, you are responsible for all communication with the company.
This way, you can somehow get a feel for the atmosphere of the company.
If a company makes a good impression on you, you will suddenly want to go for an interview, and if you receive an offer, you will want to make a decision immediately.
The reasons why Toha decided to work for a game company in Kyoto were, first of all, because it is a game company in the Kansai region, and also because the impression he received during e-mail exchanges and interviews was very good.
I was very worried about a Tokyo video company that contacted me at about the same time, but in the end, I chose the one that allowed me to work in the Kansai region.
By the way, the 3DCG software I learned at Digihari was 3dsMax, and the software at my place of employment was Maya. I relearned Maya after I started working at the company, and I can use it pretty quickly.
Differences in 3DCG software are not really a big problem.
I was a working adult with no experience in 3DCG, but...
About a year after making up my mind, I managed to become a 3DCG artist.
In this article, I wrote about what Toha actually did before becoming a 3DCG artist.
This is just one example; there are many other ways to become a 3DCG artist.
There are people who are currently making 3DCG as a hobby in between jobs, people who do not do 3DCG but draw a lot of CG illustrations, and people who cannot use digital tools but are very good at pencil sketching...
Everyone has a much better chance of becoming a 3DCG artist than in Toha.
And if you want to try 3DCG but don't know how to make it, it is totally possible to become a 3DCG artist.
I tried hard and I could do it too!
I used to want to be a 3DCG artist, but now I've given up and am doing something else.
I wrote this article in the hope that if there are people out there who feel that way, they will read this and think, "I can do that, I can do that, too.
I enjoy making 3DCG.
It would be great if I could make 3DCG at the company and even get paid for it.
If the desire to become a 3DCG artist is still smoldering in your heart, I encourage you to take the first step toward becoming one.
Digihari, the CG school that Toha attended, now has an online learning curriculum. If you are interested, please check it out here. ↓↓.
And even if you are currently working in a job that has nothing to do with 3DCG, that can still be an advantage!
...By the way, why was Toha doing a job that had nothing to do with 3DCG?
Why had I never touched 3DCG before?
If you'd like to know why...Why I chose a career in game making - after my game-loving child became interested in 3DCG.Please take a look at the following~.
List of comments
Good evening, Toha. I recently came across this site while researching 3dcg as I am looking for a 3dcg position and have no knowledge of it. After reading this article, I still want to practice 3dcg, but I don't have a computer. What specs do I need to have for a computer? (I'm not sure if single core is better, double core is better, etc., as there is a lot of information scattered around.)
We would also appreciate it if you could tell us the specs and price of the first PC that you bought, Toha.
Hello, Shiina Amber!
Thank you for your comment ^^^.
It's so hard to know what specs to buy for a computer!
I don't know much about specs, and I was very worried when I bought my computer.
First, I'll expose the specs of the computer that Toha is currently using~.
Computer type: Desktop computer
OS: Windows 10 Home
Manufacturer: Mouse Computer
Processor: Intel(R) Core(TM) i7-4770 CPU @ 3.40GHz
Mounted memory: 16.0 GB
System type: 64-bit operating system
Graphics Board: NVIDIA GeForce GTX 660
I'm still using the computer I bought about five years ago.
I honestly don't think it is such a good spec.
However, Maya and Blender are working fine at the moment.
I think that at least this level of specs will be sufficient.
I've been doing some research on the computer specs required for 3DCG, and I've also been doing some research on the computer specs required for 3DCG.
I found a clear explanation of what we need here!
Introducing a simple decision criterion for those struggling to choose a PC for 3DCG
If I may excerpt from what you have written, it seems to me that you should pay attention to these three points.
CPU → Select "Core i7"
Memory → Select "16 GB or more".
Graphics board → Select "GeForce 1070 or higher" or "Quadro 2000 or higher
Also, as for where to buy a computer, a computer like the one used for 3DCG is not available at ordinary electronics stores. I think it is better to buy on the Internet.
I bought the toha from an online store called "Mouse Computer".
The website I mentioned earlier recommends the stores "PC Kobo" and "dospara".
When you buy at these stores, you can choose the options you want to put on your computer in detail.
(For example, upgrading the memory from 16GB to 32GB. The price will go up.)
But for now, the first computer you buy doesn't have to be full of options and stuff.
Computers are spec'd out after 5 years, so you will want to replace them at some point.
You can also replace only the memory and graphics board, not all of them.
So I think it is enough to buy an affordable computer within a reasonable budget at first.
I don't remember the exact price of the computer that Toha is using now, but I think it was around 200,000 yen.
Even the first entry-level computer on this site is probably a better spec than Toha's!
 Three of the best computers for 3DCG production!
Ah! If you buy a desktop computer, it may have a separate monitor and keyboard, so it is better to add these as options if necessary.
...and it's kind of a long story.
I hope this will be helpful in selecting a computer.
I would be so happy if the article on TOHA has inspired you to take the first step into 3DCG.
We are supporting Ms. Kohaku Shiina in her future endeavors~!
Good evening, Mr. Toha. I am a working adult currently working for a manufacturing company, but I cannot give up my dream of working for a game company and I am thinking of enrolling in a 4th year technical college next year to learn 3dcg. I have just finished the entrance exam and will find out in August whether I passed or failed the exam. I would like to get a taste of 3dcg as soon as possible, so I was wondering if you could introduce me to some 3dcg software suitable for beginners?
I would also like to know if my current computer is suitable for cg production.
Computer type: Laptop
PC Name: m-Book K686XN-M2SH2
OS: Windows 10 Home 64 bit
Processor: Intel® Core™ i7-7700HQ processor
Mounted memory: 16GB (8GB x 2 / dual channel)
Graphics Board: GeForce® MX150 / Intel® HD Graphics 630 MX150 / Intel® HD Graphics 630
I am sorry to trouble you with this, but I would appreciate your cooperation.
Thank you for your comment.
First of all, good job, having already finished the entrance exam for the vocational school!
We are anxiously awaiting the announcement of the results in August, and hope that the results will be good!
Below are answers to Mr. Pumpkin's questions to the best of Toha's knowledge.
About 3DCG software suitable for beginners
In a broad sense, TOHA believes that there is no such thing as "3DCG software suitable for beginners.
This is because all 3DCG software is difficult for newcomers to get used to, and once a user gets used to using one software, they often find other 3DCG software difficult to use.
In light of this point, in the case of Mr. Pumpkin, since he plans to go to a vocational school next year, it would be a good idea to use the 3DCG software that the school uses for its classes.
In addition, since I assume that you are hoping to work for a game company, I would like to inform you that Maya is currently used in many game-related 3DCG production companies.
Maya has a licensing system called subscription, and you can also sign up for a license on a monthly basis. However, it is an expensive software, so it is a good idea to try the one-month free trial version first.
There is also Maya LT, which has some limited functionality but is less expensive than Maya, and Maya LT has a free trial version, so check it out as well.
Some software that is easy to get your hands on in terms of price are Blender and XISMO, which are free 3DCG software available for use.
Even though they are free software, they offer a full range of functions, and I believe that these software packages will serve the purpose of introducing you to 3DCG well.
3DCG software is only a tool for creating 3DCG.
To use an analogy, when making a cutout, do you use scissors or a cutter knife? It is like this. Scissors and a cutter knife are used in different ways, but the "way to make a paper cutout" is the same even if the tools are different.
I think that the technical school you are going to is essentially a place to learn "how to make 3DCG. Of course, it is also necessary to learn how to use the tools.
Whether the computer is suitable for 3DCG production
I saw your computer information.
I don't know much about the specs involved, so I looked into the toha as well!
This site just described the recommended specs for a laptop to use Maya and Blender.
In conclusion, I think that Mr. Pumpkin's computer is generally fine - the only concern is the graphics board.
Referring to the article on the website we introduced, the minimum graphics board requirement for Blender is "Geforce MX110 or higher". Pumpkin's computer is an MX150, so it meets the requirement. However, it is hard to meet the recommended graphics board requirement.
What happens if the graphics board does not meet the recommended requirements? Sorry, I don't know for sure.
I think the best way to check this is to actually install Maya or Blender. There may be a warning or error message when you start the software. However, even if there is an error message, most of the software may still be usable, so it is hard to say for sure.
In the case of notebook PCs, it is difficult to replace only the graphics board, but it seems that there are external graphics boards available in the world. I did a little research, but there are various requirements, and it seemed difficult to choose one unless you are familiar with computers.
So, I think it is a good idea to actually install the trial version and check the operation first~.
If your current computer can run 3DCG software, I think it is okay to try it first, and if you encounter any problems, we will consider the next method.
What a long story again.
I hope this will be of some help to you, pumpkin. Best regards~
Thank you very much for answering my question, Toha.
As Toha-san says, software is just a tool to create cg, and the important thing is to learn how to make it well.
I was told that I can learn about 3dcg production using maya at a technical college, so I will study with the free trial version of maya.
Thank you also for your advice about the computer.
If my current computer cannot run properly with maya, I will consider replacing it.
Thank you so much for your honesty in answering my questions.
Thank you for your reply, pumpkin.
I'm glad that Toha's comments were of some help~^.
We sincerely hope that after studying at the vocational school, Mr. Pumpkin will be able to realize his dream.
We at TOHA are also supporting this project from the shadows.
And please feel free to visit our blog again anytime!
I was reading up on internet articles with various concerns and came across this blog.
I am currently a working adult (29 years old) and I am wondering if I should go to a vocational school or an online school.
I'm sure there are advantages and disadvantages to each, but is it difficult to do without actually attending the school?
Sorry for the difficult question.
If you have any wisdom to impart, let me know!
Thank you for your comment, Mr. Tanima!
You arrived here after reading a lot of articles on the Internet with a lot of worries~!
I have never used an online school myself, so my response will be based on information I have gathered, but I would like to share my thoughts on the subject with you.
First of all, I don't think it is difficult to study 3DCG without attending a technical school - I don't think so.
Most online 3DCG schools offer video materials by instructors, and recently, some offer chat tools such as Slack to interact with instructors and students.
Here are some of the advantages of online schools that Toha thought were worth mentioning.
It doesn't matter if the technical school is physically far away.
Flexibility in study time because students do not have to attend school
Tuition is a bit lower than for commuter courses.
I think the fact that "you don't have to physically go to school" would be appreciated, especially by those who are busy with work.
Conversely, however, I also thought that unless a person is able to "find time to study independently," he or she may soon be slacking off in his or her studies.
I was under the impression that if there was a class at school, I would feel obliged to attend, but with video materials, I had the impression that I was free to watch or not watch.
Of course, I am sure there is support from the instructor, so this may not be the case, but as I have no experience, this is just my personal opinion based on the information I have gathered.
By the way, I think the minimum requirement to study comfortably at an online school is to have an internet environment on your computer.
 Four recommended CG schools to learn Maya online.
Please take a look at this page for your reference~ (Please note that this is a Digihari article, so Digihari is at the top of the page).
The advantages of attending a vocational school are as follows. (Let me give you a few that are not mentioned in the article)
I can see other students' work and hear the instructor's comments on it.
Access to computers and other equipment at the school
As for TOHA, I think it is a great advantage of the class format to be able to see what other students have made & hear the instructor's critique of other students.
Since everyone has a different way of thinking about and creating 3DCG, each student will create a different 3DCG work even if they are given the same assignment.
First of all, it was a great learning experience to see so many works that differ from my own in their thinking and production methods, and to hear the instructor's critique of each work to see what is good or bad about it.
There were six students in my class at TOHA, and I felt like I learned six times more than I would have done on my own.
Also, the school has a number of computers, so I was able to use the school's computers when I needed to do rendering, which is a time-consuming process.
I think it depends on your situation whether commuting or online is more suitable for you.
There is also the distance to the school, the budget for tuition, and time availability.
So I can't say which one I would recommend from Toha, but I hope that my comments will be of some help to Taanima.
I am sure you will have endless worries, but I am sure you will gain something no matter which one you choose.
Once you've done your research and agonized over it to your satisfaction, all you have to do is just say, "Yes! I'll be rooting for you to make the right choice.
Thanks for getting back to me!
At the moment, I am leaning more toward online due to time and location issues.
I would like to think about it some more.
I will continue to visit your blog.
I will refer you to a lot of things.
Thank you for your reply, Tanima!
I am glad that my comments were of some help to you.
Please take the time to think about it.
And thanks for reading my blog!
Nice to meet you.
I am currently 29 years old and have been working to become a 3DCG creator with absolutely no design or other studies.
I had another interview today, but I almost failed on the spot when they mentioned my age and said they would have hired me if I were 20-22 years old and at this level.
How many people were employed by the company you worked for, Toha?
Thank you very much for your comment, Miyoken!
I think he may be in a similar situation to Toha, since he started his career in 3DCG with no experience.
First off, thanks for the interview!
You mentioned that your age was mentioned in the interview, but I don't think you need to worry too much about it in terms of toha - I don't think you need to worry about it.
Why? Because you have been called for an interview.
If they were stuck on the basis of age, I think they would have failed the screening process because age is evident on the resume.
The fact that you were invited for an interview means that "there was something about you that the company wanted to interview, even if you are a little older than they want you to be.
He even went to the trouble of conducting an interview, saying that he would have taken the job if he were about 20 years old, and I feel that Miyoken's work is definitely appreciated.
Maybe there are some circumstances in the company and they can only hire people who are around 20 years old now...?
Of course, TOHA has no idea what the atmosphere of the interview was like, so I may have missed the point. But the interviewer must not be busy either, so it is a bit strange that he/she would bother to interview you and talk about your age~.
Okay, I'm going to preface this by saying that I'm soooooo sorry.
Miyoken, your question is "How old were the people employed at the company?
First of all, Toha was 25 years old when I was hired as a 3DCG artist after changing jobs with no experience.
I changed jobs again after that and was 31 years old when I was hired mid-career as a 3DCG artist with work experience.
Neither of the two 3DCG companies that Toha worked for seemed to place much emphasis on age with regard to hiring.
However, since this kind of thing depends on the internal situation of the company at the time, I think it is difficult to make a general statement. There are various times when a company wants to hire young people, when it wants to have immediate human resources, or when it would rather train people within the company.
If the timing is right, the applicant will be hired, and if the timing is not right, the applicant will be rejected even if he or she has the ability.
Even if you worry about your age, it won't make you younger, and I think it's fine that you continue to try to compete with your experience and work as you have in the past.
This may be a bit too amazing an example, but there is a 46-year-old man who went from being a stockbroker to working in 3DCG production for Hollywood movies.
I was researching designers and their ages and found a few interesting pages, which I will post for your reference.
I know I said a lot of things other than what Miyoken asked, but I hope it adds something to the discussion.
Thank you for your reply.
Your words brightened my mood a little.
If you don't mind, I would like to show you an animated film.
Thank you for your cooperation.
Hi Miyoken, thanks for the reply~!
I'm glad you are feeling a little better.
I would be happy to look at your work, but I think I will only give my own pure opinion about the content of your work. Would you still be okay with that?
This blog is operated to support those who aspire to become 3DCG artists, but this is the extent of our support and we do not plan to provide any kind of job placement assistance in the future.
We feel that checking and pointing out the contents of each person's 3DCG work is too much work for a single 3DCG designer like TOHA.
I have been working as a 3DCG artist for a long time, but I am not a great or famous 3DCG artist...
So, I may give an ordinary impression when I see your work, but I'd still like to show it to you if you don't mind.
You can also email us through Contact Us if you don't want to use the comments section.
I'm sorry, but please consider this~!
Nice to meet you.
I am 23 years old and have been using Blender for less than two months, but I have discovered the joy of 3DCG and hope to eventually change my job to something related to computer graphics.
I plan to attend school and study Maya next year while continuing my current job.
I also went to a job fair for 3DCG job seekers with no experience.
So I heard that operations work is in high demand and easy to become even with no experience.
I am interested in being a motion artist, but I want to dive into the 3DCG industry anyway, so I would like to become a 3DCG operator if the job is in high demand.
However, I feel that I can't find almost any jobs for 3DCG operators when I search the Internet.
I often see jobs for 3DCG creators at .......
Is there really a demand for 3DCG operators?
Please let us know what you think, Toha.
Megumu, thank you for your comment~!
You're working and studying to become a 3DCG designer--I'm rooting for you!
If this is something that Megumu has decided to do, I hope that she will do her best to accomplish it.
Now, your question is, "Is there a demand for 3DCG operator jobs?" I mean.
I'm sorry! I've never heard of a 3DCG operator before!
It's not a word I'm familiar with, at least not as a game-related 3DCG designer.
That's why I've never seen a job opening for a 3DCG operator before.
I wonder if it might be a new name that has recently come to be called...
Please take a look at this article for a summary of the names of 3DCG designers as far as Toha knows.
What Is CG Artist's Work? Summary Of Game-Related Work And What They Are Called
What kind of work does a 3DCG operator do?
When we hear the word "operation," we at TOHA think of "manipulation. (And we also refer to the operation of 3DCG software as "operation.)
So, the job description that you imagine from the term "3DCG operator" is "a person (?) who only operates as instructed. It is like "a person who only operates as instructed.
But in reality, there are probably very few 3DCG designer jobs where you can just move your hands without using your head.
Personally, I think that motion artists are much more in demand than 3DCG operators :)
Perhaps the situation is different in the 3DCG area of the video industry, but I only know about games, so I am sorry, but please forgive me for this....
Thank you for your kind response.
It seems that the job description of a 3DCG operator is just to operate 3DCG software, just as Toha said.
I have read your article about CG designer jobs before, but I was wondering because the job of 3DCG operator, which was recommended by the recruitment agency there, does not appear.
3DCG operator is not a very familiar profession. ......
It was good to hear from someone who knows the field.
My aspiration is to work in the game industry, so I will do my best to become a motion designer for game characters.
In fact, it was an article by Mr. Toha that made me decide to become a CG designer.
I have been interested in CG since I was a child, but I couldn't get into it, and it wasn't until I became a working adult that I started. ......
Besides, there are not many people who have changed careers from another industry to the CG industry with no experience, and I was about to give up and wonder if it was too late to try ...... when I came across TOHA's site and it gave me courage.
Please keep writing great articles.
Thank you so much.
Megumu, thanks for your reply~!
I see you have already read my article on the work of CG designers! My apologies!
And what a surprise, it seems that the article about Toha has pushed Megumu's back...! I'm kind of grateful~><
I wrote this article with the intention of supporting people like Megumu, so it really is a great article? I'm glad I wrote it! I'm glad I wrote it - thank you for reading it ^^^.
Thank you for telling us about the work of 3DCG operators~!
I did a little research on my own, and it is true that some companies are offering jobs as 3DCG operators.
It is not a game company, but it is a well-known company. The job description says "assistant work for animators, modelers, riggers, etc.".
Maybe there is an assistant designer role in a larger company. (I didn't know that, as tho I've never worked for a big company!)
If you search for "3DCG assistant," you may find a few jobs here and there. However, there seemed to be more jobs in the video and product design fields than in the game field.
When it comes time to find a job after completing your studies at the school, you may want to consider working as an assistant designer.
Megumu-san, I heard that you are planning to start studying at a school next year. I know it must be tough to study while working, but we at TOHA are really rooting for you!
Please take your time and do your best! And please come back to our blog anytime!
I am considering enrolling in the main course at Digital Hollywood to study computer graphics.
I thought the free time was attractive and wanted to enroll, but when I visited the school, I felt that the number of PCs was small compared to the number of students.
Ideally, I would like to attend the school as much as possible except on holidays to learn, but is it possible that the number of pc's will be reduced in relation to the number of students during free time?
Also, maybe I care too much, but I think there are a lot of bad reviews. I am not qualified to study if I worry about such things! But I am still worried about what I worry about, so I am open to your personal opinion. I would like to hear your opinion without any oddities.
Thank you for your comment, Nameless~.
I will give my own answer to your question.
First, "Are there ever enough PCs for the number of students?" Regarding.
It did not happen at the time of the Toha.
But it is better to contact Digihari directly because of the different times and places.
The Digihari Kyoto school that Toha attended is no longer in existence.
So the digi-hari that Mr. No Name visited is from a different school, right? Since the schools are different, the answer from TOHA is not helpful.
I suggest that you contact the digi-hari you are considering enrolling in directly, either by email or phone, etc. - I'm sure they will be able to help you.
Next, "Does DigiHari have a bad reputation?" About.
TOHA did not consider DigiHari to be a good school.
I have never been to other vocational schools, so I don't know how they compare.
I'm not sure which one you are referring to specifically as having a bad reputation, but I can see why you would be concerned/worried about it.
If there is another school that has a better reputation than Digihari and you think it looks better, you can choose that school.
I think the important thing is that the unnamed person goes to a school that he or she has "convinced" to go to. Tuition is not cheap, and it is natural to be worried and cautious since you are going to spend a good amount of time in school.
But probably no school has a bad reputation at all. So, Mr. Nobody, please do a lot of research until you are satisfied. Only you can make the final decision on where to go after doing a lot of research.
No matter which school you go to, it is never a total waste of money or time. Whether or not it will be a waste depends on the person's mindset.
Once you are convinced and have chosen which school to go to, all you have to do is study hard!
Thanks for the reply m(__)m
Thank you very much for taking the time to answer questions that are difficult to answer and not very specific.
I think I got it off my chest.
I believe in myself, enjoy learning cg, and good luck!
I have been reading your blog. I found it very informative and very enjoyable!
Thank you very much.
I myself am currently in a completely different field of work.
I have always loved games and thought the 3DCG industry would be a tough but fun world.
I have not been able to take action, and I am now 31 years old.
However, I am seriously considering changing jobs because I have only one life to live and I don't want to end up regretting it.
I am very interested in 3DCG animators and effects designers.
I have many visions of attending a vocational school, gaining knowledge, and creating as many works as possible, just like Mr. Toha.
I am still a little worried about the possibility of a person of my age and with no background in design aiming for such a job.
I have read many stories of people who have changed jobs from the design industry...
I see that the 3DCG industry is a world of technical jobs, and I have the idea that if you are willing to die hard, you can make it.
Do you have any experience or stories of people around you who have come from completely different fields after 30 years of age?
I am very sorry for your time, but I would appreciate it if you could let me know.
I apologize for some of the parts of this article that have already been covered in other articles and to everyone else.
Thank you for your cooperation.
Thank you very much for your comment, Meo!
I am very happy to hear that you enjoyed reading my blog!
Now, let me first answer Hameo's question.
The reality is that there are very few people around Toha who have "changed careers to 3DCG with no experience from a completely different industry after the age of 30.
There are many people over the age of 30 who change jobs, often within the same game industry or from game-related CG to video-related CG.
Others are taking up 3DCG for games and figures as a new career, taking advantage of what they have been doing as a hobby apart from work.
So, "changing jobs over 30 itself is common, but often with some relevant experience".
From here on out, please listen to this as a story that Toha will do on his own, even though he wasn't asked the question~.
Anyone who wants to move from their current job to a different one may feel anxious and worried.
If you're changing careers from a different field, it might not work out, and if it does, you'll have income problems, and if it doesn't work out, it's better to stay in the status quo...
I sometimes wonder about that. When I was about 30 years old, I quit the game company where I had worked for quite a long time and wondered whether I should change to another company or not.
At that time, Toha consulted his former company boss, who was a senior colleague in his life. That person was his boss when Toha was not yet working in 3DCG, and he had a lot of experience in changing jobs.
My boss's answer was, "There's nothing wrong with changing jobs until you're 30 or so, because even if you fail, you can start over as many times as you want. Because even if you fail, you can start over as many times as you want.
So that's how it is, huh? So I thought, "Well, I'll try to change jobs..." and I got ready for it, and in the end I was 31 years old when I changed jobs.
If the reason why Meo-san is wondering whether or not to change jobs is that you have a family to support, for example, you may need to consult with others and be cautious.
But if you are worried about something other than those reasons, I think it is better to have "regrets of doing than regrets of not doing.
It's about which is better: not doing something and later thinking, "I should have done it then..." or actually doing it and then thinking, "Wow, I wish I hadn't done that!"
So Toha thinks that the regret of doing is better.
What if I don't do it! It would be even better if you could think about what you will do in case you decide not to do something!
There is one interesting article that I would like to share with you.
This article is about a consultation that says, "My son wants to be a professional actor, but that's kind of hard, isn't it?"
If you replace the actor part with a 3DCG artist, I think there are some aspects that are quite applicable.
It's a little long, but please feel free to do so when you have time~.
A little good news for Meo from Toha.
Meo-san is interested in becoming a 3DCG animator and an effects designer, both of which are more in short supply than modelers in the industry.
I think the number of people who want to be animators has been increasing recently, but not many people are now or have ever been effects designers.
So I think it wouldn't hurt to become familiar with effects - effects in games are very important, even if they are not so subtle!
For more information on the importance of effects in games, please take a look at the Bayonetta development blog's video comparison with and without effects, which is very easy to understand.
About Bayonetta's Effects
I have written at length, but I hope this will be of some help to you, Meo-san.
Thank you for your help.
I can't reply to Toha's post, so please excuse me in the form of a new post.
Thank you for taking the time out of your busy schedule to respond! We are very happy to hear from you.
Few people change jobs without experience after the age of 30....
Thank you very much.
I was soaked in the great transformation of "regrets of doing rather than regrets of not doing". It is indeed true. If I had continued with my current occupation, I still would have wished I had done it...and that would have been very frustrating for me personally.
Even at this stage, I strongly, strongly regret why I did not act sooner T^T
I have read the article as well.
It is very helpful to see a variety of opinions from others!
Deadly motivation, guts. I am considering taking it upon myself to do whatever it takes to succeed.
I myself have always had a fascination with effects in games!
And Bayonetta, of course I played it!
The article also reaffirmed my commitment to effects and made me want to get more involved ^_^.
It can make the work better.
I would be very happy to be involved in such work.
I had been bothered, but I feel like something stuck in me has been lifted.
I would like to move forward towards the 3DCG industry in a positive manner and with all my might.
Thank you very much for your time.
I'll keep reading your blog!
Thank you so much.
Thanks for your reply, Meo!
I think you are fully aware that the road to your goal is not an easy one, and you have made your decision.
We at TOHA are here to support you! All that TOHA can do is support at best, and I believe that Meo's efforts from now on will bring her luck and results.
But please don't work too hard and burn yourself out along the way, and take a break every once in a while as you go along.
I am sincerely glad that the articles and comments on Toha were meaningful to Meo-san, even if only a little.
Please visit our blog again anytime!
Nice to meet you.
Since it is taboo to talk to people in the same company about changing jobs, etc., I am very much looking forward to discussing this with Mr. Toha, so I thought I would comment.
I am trying to switch from a character modeler to a background modeler. I am very embarrassed to say that I have only 2d works because I did not touch 3d at all when I was a student. Even if I wanted to increase my work, I can't update my work because of the tight deadlines I have to work under when I'm between jobs. I am well aware that I cannot work in this industry if I am passive, but I would like to have the following answers.
We assume that you were working on your assignment while holding down your current job, but how did you make time to do so? Also, I am currently using maya at work, but there is a lot of revision work to be done and I cannot learn the functions that I don't touch very often. I would like to know if you know of any good sites where I can learn on my own.
Sorry for the long post.
Ama Party, nice to meet you and thank you for your comment~.
Are you aiming to switch from being a character modeler to a background modeler? If you become good at both, you will be very strong!
It is true that it was difficult for me, too, when I was working for a game company and creating a portfolio for a new job.
When I was working for a game company, I did modeling, but I also did motion and effects work, so my work was broad and shallow. So while I liked it, I didn't do a lot of character modeling, and I didn't have any models of characters that I could put in my portfolio.
You can't change jobs as an aspiring character modeler when you don't have any character work in your portfolio! So I decided to create a completely new and original character for my portfolio.
So, the main question is, "How did you make time for production?"
Toha made it a point to arrive at the office an hour or two early each day. So, he used the time until someone else arrived at the office as his personal production time.
I was working on my new job under the radar, so I was quietly creating my own work little by little.
Creating 3DCG outside of work hours is also a good learning experience for designers, so it is not prohibited or anything.
If I worked on it for an hour each day, I could get it done pretty well, but I took a paid leave of absence to do the last major part of the project at home. In the game development business, there are times when the busyness of the work slows down after the submission of ROMs or at the end of a project. I took advantage of that time to take a two-week long vacation, including time off to make up for work I had accumulated from working on holidays up to that point.
You said you had no particular plans and were going to take a relaxing break, but at home you were working hard to finish your own 3DCG work.
Now, one more problem: "I can't remember Maya functions that I don't touch in my daily work.
This was almost the same for TOHA;
So I don't know that much about Maya's detailed features~.
Toha's stance on studying is that "the time to study is when it becomes necessary for work," and studying itself is not often the objective.
However, there is a knowledgeable designer in my company who knows a lot of things, and I have been trying to keep this in mind since I was inspired by him.
Questioning whether there is actually a better way to do a task that is always repeated in the same way.Here it is.
If you create 3DCG everyday as part of your job, you will gradually become accustomed to your "usual way of doing things. And once you get used to that way of doing things, you don't try to find a new way of doing things.
So every once in a while, I deliberately and consciously think, "Isn't there another way to do this?" I think about it.
We will investigate to see if there is another way to do it, and if we discover it, we will try that way. In the process, I often learn new Maya features that I didn't know existed.
Once I asked a designer who knows a lot about things, how do you know so many things? I asked him, but his study stance was the same as that of Toha's.
I wondered if this was a difference in how much I actively research things in my daily work. Since then, I have been trying to look up things that interest me as much as possible.
I don't want to spend all my time researching when I'm busy working every day! But I think that by daring to do so, I may be able to increase my knowledge little by little~!
How do you do?
I am currently 25 years old and started attending the Digihari MAYA online school late last year.
I have always wanted to be a character modeler, and recently I was able to save up some money, so I left my current job and have been studying MAYA, zbrush, substance painter, photoshop, drawing, and so on.
I am willing to start anywhere if I can move into a character modeler position.
I would like to work at a place where I can work while also learning on my own and developing my skills.
This is the situation I am in, but I was wondering if you could give me some advice on what studies I should do, or what kind of company I should try to target for this type of work.
Please do not hesitate to contact us.
Nice to meet you, RUM, and thank you for your comment~.
I see that you are studying very hard to become a character modeler~!
MAYA, zbrush, substance painter, photoshop, sketching... If you have studied so many things on an ongoing basis, I honestly think that's enough for you!
Now it's time to make a lot of character models using what I've already learned - I think!
When it comes to creating 3D models of characters as a job, you really have to create a variety of characters.
We make cute girls, muscular and handsome men and women of all ages, and even monsters and other animal models as enemy models.
Having a character type that you are good at is a weapon, but it would be even better if you can show that you can also create characters other than your specialty type.
Also, since a 3D model of a character is only as good as its final movement, it is useful to be able to set up bones, weights, etc., in addition to modeling.
I'm sorry, but you may have done this without needing to be told, and this may not be great advice...
Among 3DCG designers, I think character modelers are a narrower category compared to motion and effects designers.
Whether or not you are hired by a company depends on things like luck and timing, so I hope that you will have a strong desire to become one and never give up! I hope that you will keep your determination to be employed by a company alive and well and never give up!
Thanks for the advice!
It is still better to learn to the stage of moving it....
I have to work harder.
I know you said that I need to learn how to run the game, but is it better to learn how to display the modeled character in unreal engine or unity?
Also, I often hear that sketching is required, but is it necessary to have a level of work that would be accepted by an art college...?
I've heard that it's a very narrow field and I'm wondering if I need to learn motion, effects, etc. and get into the CG industry first, no matter what job I want...
Thank you for your reply, RUM~!
Since you asked an additional question, I will answer it, though it will be a Toha's own answer.
I will start with the drawings, although they are in a different order.
I'm often told that sketching is required for portfolios and the like - but don't worry, you're not required to have the level of sketches needed to pass art school :)
The reason why people say that sketching is necessary for 3DCG production is not that one needs good sketching skills, but because the "observational skills" needed to draw sketches are necessary for 3DCG production, in Toha's opinion.
Drawing develops the power of the observing eye, so I think it can be used as a basis for judgment as "good sketching = good observation skills.
But even if the sketches are not good, if the quality of the 3DCG work is high, the artist's ability can be recognized by the quality of the 3DCG work.
Secondly, on the matter of the character model should be able to make it to the stage of moving it.
I may have been a bit wordy in my last comment, but I hope that "it is better to be able to do everything up to setup" can be taken as "it is useful to know" rather than "you have to be able to do it" - I'm not sure.
Even if you cannot do any setup at all, you can still create a 3D model of the character.
However, there is a difference between a character model that was created with the idea of moving the model and a character model that was not created with the idea of moving the model at all.
When you actually set up your character model and run it, you can see that you need to allocate more polygons here and there, or that you should separate these parts.
If you know a little bit about setup, when you make a model of a character, you can think, "How will it look when I move it?
The important thing here is to be able to think, and for that reason, it is "useful to know". If you don't know, you can't think.
If you can do the setup itself perfectly, that might be more useful, but it is not a "must do".
The same can be said for Unreal Engine and Unity.
Recently, you may see jobs that say "Unreal Engine or Unity experience preferred" because the company is using Unreal Engine or Unity in their work, and people who already have knowledge of them would be appreciated to save time and effort.
Even if you don't have knowledge of Unreal Engine or Unity now, you can study and learn them after joining the company.
It's "useful to know," but it doesn't mean you "have to be able to do it." With this in mind, I hope you will think about what you want to prioritize in your studies~.
As I mentioned in another article, we have limited time. It would be great if we could do all of this and all of that, but sometimes it is impossible to do everything in a limited amount of time.
So, I don't think it is necessary to be able to do everything at once.
Now, since we've talked about how character modelers are a rather small group, are you thinking of studying motion and effects as well...?
Certainly, one strategy is to work for a game company as an effects designer and eventually become a character modeler.
This article is about strategic thinking and is very informative.
However, if you are hired by a company as an effects designer, you will naturally be working to create effects for the time being.
There are not that many designers who can create effects, so the company would really like those who can create effects to be creating effects.
Even if you can do character modeling, if there are few other designers who can create effects, you may be in charge of effects for a long time. (This has been Toha's experience.)
Both jobs are important to the game and are just as difficult as character modeling.
If you are interested in working on motion and effects, I think it would be very beneficial for you in the future to study and work with them.
But if you are clear enough to say, "What I want to be is a character modeler!" I think it would be better for you to aim for your main goal than to flirt with other things.
As I said before, the time we have is limited. Studying with limited time also requires a certain amount of choice.
Whether to study to become a maximum character modeler or to strategically study motion and effects for the next 10 years...it is difficult, but only RUM can decide what to choose.
I hope you will think carefully about it and choose a path that makes sense for you.
I know it's been a long time, but that's all I have to say! I look forward to working with you!
Thanks for the reply.
It was helpful to know that drawing doesn't have to be art college level. I was wondering if I should go to an art school.
And since there is quite a lot of software required just to learn character modeling, I will focus my study on character modeling alone.
Thank you so much for your consultation.
Hi Toha, I found this article and your comments very informative!
Excuse me for asking.
I am a senior in high school and have already decided on a university, and I would like to work for a game company in the future. I am a senior in high school and have already decided on a university, but I want to work for a game company in the future.
Would it still be better to attend a vocational school?
2Maya is too expensive for me to study, should I just get used to blender as a replacement for Maya?
3I feel that in order to become a character designer, I need to be able to draw people, animals, plants, buildings, etc. Every day I draw comic book covers, scenes of my favorite characters, and anything else I can think of, but to be honest, I don't feel like my drawing skills are improving.
I'm wondering if it would be better to continue this and then get used to blender or maya and create a work of art. Which would be better for you?
I saw the article quoted in comment 4. It said that it is easier to get a job as an effects designer than as a character designer. I want to be a character designer, but I don't want to get a job at a game company.
5 Will the character designers use Maya or other software to make the 3dcg characters?
Isn't there a division between those who do character design and those who do 3dcg? Sorry for my ignorance💦.
Sorry for the really long question!
Hello, Tadataro - thank you for your comment.
I am glad you read the article and saw your comments.
I would like to answer the question from Mr. Tataro, although it is a personal opinion of TOHA.
I know I'm supposed to go to college, but if I want to work for a video game company, would it be better to go to a technical school?
First of all, as a basic premise, going to a technical college does not necessarily guarantee a job at a game company. Is it more advantageous to work for a game company at a technical college than at a university? I don't think anyone knows the answer to this question for sure either.
This is because I think it depends on the circumstances of each company whether they want to take college graduates or vocational school, graduates.
For Toha, I think that "what you studied and what kind of work you created" - in other words, your portfolio - is much more important than "what school you graduated from".
Since the university you are planning to go to also offers 3DCG classes, why don't you first take a class at the university and then think about it again?
If you feel that the university course content is not sufficient for your needs, you can study the missing material on your own or take online courses if necessary.
If you still cannot study what you want to study, then one way is to quit college and attend a vocational school.
Should I just get used to Blender as a replacement for Maya?
I think that's fine - if you can make 3DCG in Blender, you will be able to make 3DCG in Maya or 3dsMax in no time.
Of course, there are many differences in the way software is used, but the fundamental method of creating 3DCG is the same even if the software changes.
Therefore, TOHA does not think that differences in 3DCG software are of much concern.
Should I spend my days drawing pictures or creating 3DCG works in Blender or other software?
I think that painting every day will definitely be a plus if you keep at it.
I assume that you are copying from other pictures, since it is the cover of a comic book, and copying is very good training for your observational skills.
Even if we put aside for the moment the question of whether it will improve your drawing skills or whether you can become a character artist, I think it will be useful enough because observation skills are essential for 3DCG creation.
So, even if you don't have to stop painting to make 3DCG, it would be even better if you could make 3DCG works in other time while painting a little bit every day.
I want to be a character designer, but if I want to work for a game company, should I aim to be an effects designer?
Is there a split between those who design characters and those who create 3DCGs of characters?
Two questions, a little related, so I'll write them together.
First, "Q5. Is there a separation between those who design characters and those who create 3DCGs of characters?" About.
If it is a big title game, it is often divided. For example, in titles such as DQ, Tales, Persona, etc., the character artists are usually decided.
Often we commission well-known illustrators from outside the company, especially for the design of main characters. Even in smartphone games, many illustrators are used for character design.
Then how about the design of sub-characters and enmities in such cases? I think that in larger companies, "2D artists" often draw them.
In many large companies, the work of artists is divided into a division of labor, and some have in-house 2D art departments. In such cases, it seems that 3DCG artists do not often draw up design drawings.
For small firms and small projects, the
In some cases, in-house designers do this by submitting a design proposal, reviewing the design proposal, revising or brushing up the design, deciding on the design, creating a 3D model, and so on. (In fact, Toha did this.)
However, depending on the type of game (for example, a game based on a manga or anime, or a remake or sequel), the character design may already be decided.
Let us consider the job of "character design," which Mr. Tadataro would like to do.
Character design is more of a job for 2D designers and illustrators.
Character design is often done by the in-house 2D design department or by outside illustrators.
Character design may already be decided depending on the type of game.
Depending on the size of the company and the project, the 3DCG designer may be responsible for everything from design proposals to 3D model creation.
As you may have somewhat understood, so-called "character designers" are a bit different from "3DCG designers.
It is possible for 3DCG designers to design characters, but it may be quite rare.
Okay, now for another question, "Q4. I want to be a character designer, but if I want to work for a game company, should I aim to be an effects designer?" About this question.
If you want to be a "character artist," I think it would be more realistic to become a 2D designer or illustrator.
If that is not the case, and you want to work for a game company, I think it is very possible to become an effects designer.
Or you can learn 2D illustration, 3D modeling, motion, and effects in a broad and shallow way, and try to get a small game company where the designer's job is not divided...
Whatever the case may be, I want to design characters! If you're interested in game creation in general, it's a good idea to try your hand at motion and effects as well.
The reason for this is that by actually doing it, you may find out what you are really interested in.
As it happens, I worked not only in modeling but also in UI, motion, and effects at the game company I was working for. As a result of doing various things, I realized that what I like most is character modeling.
There are many things that you can't understand the joy of until you try them, so I think it's good to try everything once in the spirit of challenge.
This is all the answer to the question of toha.
You are still in high school, and I think you still have a lot of time to challenge yourself in many different ways while going to college, and possibly vocational school.
Please continue to think, worry, choose, act, and do things - I believe that any experience you have as a student will not be a total waste!
I am studying to become a CG designer.
I am currently working on my portfolio, should I also have some drawing work to become a modeler? If it is required, I have never done it before and would like to study it.
Hi, Osugi-san - thank you for your comment.
I'm wondering if I should include drawings in my portfolio.
Whether or not a drawing work is required to apply for a job varies from company to company.
Some companies state in their application guidelines that several drawings are required, while others do not require drawings but ask that you show them your 3DCG work. However, as long as there are companies that require sketches for application, there is nothing better than being able to draw.
I have never studied drawing properly, so I am not very good at it. However, when I went to Digihari, there was an optional class called "Art Drawing Class," so I participated in it and studied a little bit.
After that, I did some sketches on my own, and only the two final sketches that I did well were included in my portfolio.
Also, there was a company that required sketches as a practical skill test during the interview, so I practiced drawing lots of sketches at home before the interview.
Therefore, I think it is a good idea to sketch at least once so that you will be prepared if you have to draw a sketch somewhere.
It is also a good idea to study on your own with the help of online articles and videos or take a short-term drawing class or something.
Reference article:.Learn how to draw a sketch from the basics. Drawing method to improve your artistic sense.
Thanks for the reply!
It was very helpful because I didn't know what to do and was just in a hurry.
For now, I will slowly get used to blender and maya. Even if it's a long way, if it's the way to get closer to my goal, I'd like to move forward steadily and without haste!
Thank you for your reply.
I will try my best at drawing.
Thanks for your reply~!
How do you do?
I apologize for my poor writing
I was just a programmer, but one thing led to another, and I wanted to be a 3DCG artist!
And then I found your blog!
I had no experience at all in CG and was full of anxiety, but I studied on my own with the help of this blog.
Even when I was about to fall apart, I was encouraged by the words on the blog.
I can work as a 3DCG artist from this spring!
I know it's selfish, but I appreciate it very much!
I'll continue to support your efforts, Toha!
Thank you very much.
Thank you for your comment, Yuzu~!
Oh my gosh! That was so awesome~! And it was really good!
I was so happy to read Yuzu's comment that it brought tears to my eyes~><
We are happy to be able to help people who have no experience in 3DCG to become 3DCG designers, and we are happy that some of them have actually become the 3DCG designers that they wanted to be... we couldn't be happier!
However, I believe that all of this was made possible by Yuzu's own efforts and hard work.
I'm so glad!
We sincerely hope that Yuzu-san will continue to enjoy working and be active as a professional 3DCG designer.
Thank you very much, Yuzu-san, for your very happy report!
Toha will also do his best to achieve what he wants to do - thanks for your support...
(If you have any problems or stumbling blocks in your 3DCG work, please come back and visit Toha's blog anytime~＾＾)
Thanks for your reply~!
We're just getting started, but we'll do our best!
And when I am troubled, I come to your blog to cheer myself up!
Thank you very much.
Good evening, Mr. Toha.
I am a 24 year old office worker who started attending a vocational school because I wanted to make games after reading your blog.
I just started attending a vocational school, but I feel that I am really enjoying my CG studies.
It is thanks to Mr. Toha that I was able to take the first step. Thank you very much.
This may be unrelated to CG, but I would like to know when you decided to leave your first company, Toha-san.
I am still employed, and I am struggling with the thought that it would be better to work for a while to earn money for school expenses, but I feel like I might drag it out on the sly, thinking that I will stop sooner or later.
I have not been able to muster the courage to do so, partly because the relationships in my workplace and the environment in which I work are not that bad.
What were some of the events that led to Toha's decision to leave the company? Or, I would be happy if you could blackmail me with anything you can think of to help me make the decision to step down. I'm sorry for asking so selfishly.
Hello, Ayataka - thank you for your comment.
How amazing that you went to a technical school after reading the Toha blog!
I am very glad to hear that you are enjoying your CG studies so much, and I am very happy for you as well.
Now your question is, what was the timing of Toha's decision to leave his first company? Right.
Although Toha was also quite worried about whether or not he would really resign from the company, in his case, there was a clear break in which he had to decide what he would do by this point.
That is the timing of the "5 years of service award." The company that Toha was working for at the time had a rule that all employees would receive a certificate & commemorative gift after 5 years of continuous service.
I was gradually thinking about things from when I was about 3 years with the company, and I thought to myself, "If I were to retire from the company, it would be before the 5-year award, and if I were to receive the 5-year award, I would work for this company.
It was during this time that a senior colleague retired, and I began to get serious about learning 3DCG, and as a result, I left the company after 4 and a half years of service.
(In addition to the awards, there was also the annoying 5th year training program, so I didn't want to take the training if I was going to quit anyway.)
But I'm not sure this story is very helpful to you, Ayataka.
He also talks a little about the time when he quit the game company he was working for and was wondering whether or not to change jobs.
As it turned out, I decided when to retire based on my horoscope!
I don't usually look at fortune-telling or anything like that, and even if I do, I quickly forget about it, but I do pick up on it when it suits me and use it as a trigger (lol).
When I was wondering whether or not to change jobs, a friend of mine who likes fortune-telling showed me a fortune that said, "If you want to quit, it's good luck in the month of October, and if you want to start something, it's good luck in the month of December.
So at that time, I consulted my horoscope and began my job search in earnest, with the intention of resigning in October.
In the end, I couldn't make it to the month of October, which was written in my horoscope, and I retired a little later - but not too much later.
But setting goals and deadlines in my mind can motivate me to do it! I can be motivated to do it!
Therefore, when you are having a hard time making up your mind about a decision, it may be a good idea to make a "break" of your own, no matter what it is.
However, it is not that Mr. Ayataka is disgusted with his current workplace, and resignation may not be the only option~.
We live in a world where you don't have to work for a game company to make games on your own.
For now, I would like to enjoy studying CG at school first, and then gradually think about the future in detail, and make a decision at some point. It would be ideal if you could do that.
Not so much blackmail! I hope this will be of some help to you, Ayataka. Thank you very much.
I want to become a VFX artist in the future, and I am wondering whether I should attend a technical school, a CG school to save money, or study on my own.
How long does it take to learn to become a VFX artist, to get into a major company, etc.?
My age is 23, and I am late to the game, but after work, I spend 3-4 hours at home on weekdays and all day on my days off, studying Houdini and NUKE in parallel, software that I have narrowed down to just learning VFX personally. I feel that I am growing every day, but I wonder if I can get a job at a major company, or rather a company that makes realistic VFX, after working hard for about ......1-2 years?
If you say it's up to him to do his best, that's the end of the story. ......
I don't know what the future holds, and I think I would feel better if someone told me it would take this long to become a VFX artist.
How long does it take to become a VFX artist on average? If you are self-taught, it would be about this much.
This is a very vague question, but I would be happy to get an answer.
Hi, SIKI - Thank you for your comment.
He is studying Houdini and NUKE with the aim of becoming a VFX artist, both of which are software that TOHA has never used before and are amazing.
When we talk about VFX, we are talking about the kind of VFX often used in movies, such as shooting people in a green background and compositing them with CG backgrounds.
To be honest, I have been working mainly with real-time rendered game CG for a long time, so I am not familiar with VFX-related technologies.
So, as for SIKI's question, "How much do I have to study to become a VFX artist?" Toha's answer is "I have no idea...! I have no idea at all...!
For example, here at this place, Toha says, "I think I can become a VFX artist if I go to a technical school for a year or two!" It is very easy to say something baseless.
But there is no point in relying on such irresponsible words, and I think that when you are told so by someone who is not familiar with VFX, you will say, "I wonder if it is true...I am still worried.
How much do I have to study to become a VFX artist? Can you really become a VFX artist after studying? Sadly, no one knows the answer to this question.
But there are ways to make the uncertainty ahead a little better.
Zubari: "Set a deadline for yourself and take on the challenge! I am sure that you will be able to meet the challenge.
I am a sole proprietor now, but before I left the company, I was worried everyday that it would be reckless to leave without any income prospects or anything else....
After much deliberation, I came to the conclusion that I would be prepared to have no income for at least two years, and if after two years I had no response at all, I would find a new job.
I had nothing but anxiety about the future, but I decided that if I couldn't do my best for two years, I would go back to being a company employee, so I'm doing the best I can right now.
I don't think you are late at all - from my point of view, you are rather young! She is young! Besides, it is not easy for anyone to study to become a VFX artist for 3 to 4 hours after work on weekdays and all day long on weekends.
If you can work with that much passion and determination for what you want to become, I think you can do anything you set your mind to.
Also, you mentioned that you are wondering whether to go to a technical school or study on your own, but I think that you can do both when it comes to studying VFX.
However, I have the impression that there are not many companies in Japan that are mainly engaged in VFX. I did a little research and found that there are not even 50 companies whose names are listed in the wiki here.
So, for example, I wondered if the instructors who specialize in teaching VFX come from the VFX industry, or if the VFX schools have connections with VFX companies.
This is just an imagination of Toha, so I don't know if it is really true or not.
But if there is a VFX school or something like that that you can visit, I think it would be a good idea to visit and hear what the people at the school have to say, whether you want to take the course or not.
I think there are people there who are at least more knowledgeable about the VFX situation than TOHA^^.
That's all for Toha's answer~.
Thank you for your answer, Toha.
Let me apologize for one thing.
Although I said VFX, I would like to make something like a game movie or ...... opening rather than a live-action type movie. I would like to make something like a game movie or an opening movie for .
To be more precise, I would like to be involved mainly in effects-related work in that context.
For reference, here is a collection of works by students from overseas.
The level was so high that my mouth dropped open.
The thought of going two years without an income is ...... a little terrifying to me because I don't have much in the way of savings and I'm not sure I'd be willing to take such an action.
But that is the difference between Mr. Toha and myself in terms of preparedness.
I would like to be involved in film production someday, but as Toha has researched, there are really very few VFX companies.
Is it still a sign of demand for the game?
I am thinking of attending an information session at Digihari in the near future. There I will find out if it will lead to what I want to do in the future.
Houdini NUKE has very little information.
I am not familiar with English, so I sometimes feel the urge to run away from the frustration of starting from the translation process.
But what Mr. Toha says, "What we can do now
Not a routine with no foreseeable future, but a challenge with a set deadline.
Is that where you want to be?
If I can't be, I will laugh at myself. You're just that good."
I inspire myself.
I don't know when that will be.
When I have finished my own work, I would love for Mr. Toha to see it.
I don't care if you think, "I'll take a look at it even though it's a pain in the ass," and that someday someone named "SIKI" might come to show you his or her work.
I would be happy if you could keep this in mind.
I'll do my best!
Thanks for the reply, SIKI~!
> game movie or ...... opening? something like that.
My apologies for this one! It was more like a full CG movie than a VFX like live-action composite. This kind of video is often used in game openings and event scenes, isn't it?
In many cases, pre-rendered 3DCG in games is created by video production companies. I have the impression that live-action VFX are more common overseas than in Japan, but I have the impression that there are also many companies in Japan that produce full CG images.
I saw the video on the link and it looks amazing!
I think you will need to study a lot in order to create the images you want to create, but if you are satisfied with what you have decided to do, I hope you will do your best.
When Toha sees an amazing video, all he can think of is, "Wow! but he is the kind of person who only thinks "wow!
If you still don't mind, I look forward to seeing SIKI's video work someday~!
Nice to meet you, Toha.
I am currently a junior in high school and have a dream of becoming a 3DCG designer. So now I am wondering whether I should go to an art college or a vocational school. From the perspective of someone who is actually involved in the industry, is there any difference between getting a job after graduating from an art college and getting a job after graduating from a technical college? Also, which do you yourself recommend?
I asked this question because I didn't know anyone around me who works in this type of industry.
Nice to meet you, Mr. Nagao, and thank you for your comment~.
You have a dream of becoming a 3DCG designer, but being in the third year of high school is a time when you have to worry about your career path, etc., right?
I would like to respond to your question in my own way as follows.
First of all, I think the biggest difference between an art college and a vocational school is "what you study while in school.
If you compare the curriculum of a technical college with that of an art college, you will find that there is a difference in what is taught.
So, as a toha, I think it would be better for Mr. Nagao to go to a school that has a curriculum that he genuinely wants to study.
If you need to do something on the job that you did not learn in school after joining a company, you just need to study it again. In fact, there are a lot of new things to learn after you start working.
What if the curricula of art colleges and 3DCG colleges are almost the same?
In this case, I don't feel that either toha - I don't care which one.
It is hard to say which is more useful or more advantageous when it comes to getting a job, because it depends on the time, case and timing.
As for TOHA, I believe that what kind of portfolio you have created is much more important than which school you graduated from. *Response to Tadataro's comment(Please also refer to ~)
Also, you may find this article helpful as it compares universities and technical schools, etc.
Which is more advantageous to learn game development, technical college or university? Explanation of the post-employment process
To be honest, do I need to have an educational background to get a job or change jobs in the game industry?
I'm sorry, but I don't know if what is written in the article is true or if it is still the case today.
However, I think it can be useful as a factor in making a decision, so I would like you to consider various options.
The information on the Internet and the thoughts of the Tohas are only "judgments," and only Mr. Nagao himself can make the final "judgment.
Career paths are always difficult, but we hope that yours will be a better one!
Hello, my name is nokishita.
I am a junior (21 years old) at a university unrelated to 3DCG, and I'm really struggling with my career path, so I thought I'd post my comment here to ask for your opinion.
We hope you will take a look at it when you have time.
I love making things, drawing pictures, and playing anime and video games, and I was working hard on my illustrations in the hope of finding a job like this in the future.
Since last October, I have been fascinated with moving them (illustrations) with Live2D and Sprite Studio software, and from there I became even more attracted to 3D animation, which can move characters in a high range of motion.
So, in the future, I would like to have a job creating 2DCG and 3DCG animations (I would like to work mainly on 3D).
However, I started job hunting in March of this year, and I am still lacking in 2DCG animation skills and have barely mastered 3DCG skills, so I feel that it would be difficult to get this kind of job now.
I would like to start studying 3DCG animation and eventually get a job in that field.
I am now wondering whether I should get a job at a completely unrelated company for now and learn 3DCG in parallel with my job, or whether I should concentrate on my studies without job hunting. (I have no choice but to proceed with self-study for now because of the money situation...)
I wondered what Mr. Toha, who has experience in both the 3DCG industry and an industry unrelated to 3DCG, would think if he were in the same situation.
I am very sorry to bother you, but I would appreciate your reply.
Even if you could answer my question, I am aware that I am responsible for whatever choice I make, so please do not worry about that. I apologize for the length of this message.
nokishita, thank you very much for your comment.
The writing was very detailed and conveyed well what Mr. nokishita is struggling with right now.
I see! It is indeed a very annoying problem...
I have thought a lot about what I would do, and what would be the best way to do it, but I vote for "get a job for now and study 3DCG while working"!
There are three reasons why TOHA can vote for "get a job for now".
I think the experience of working in a company as a member of the workforce is definitely useful, even if it is not directly related to 3DCG.
(2) Because I haven't started working with 3DCG yet and I think I can consider whether I want to work with it or not after I learn a little more about it.
(iii) Even if you don't get a 2DCG or 3DCG job right away, if you get another job, you can keep your mind clear financially.
As for (1)The strength of changing from a different job to 3DCG. As I wrote in the article, this is what I feel from my experience in Toha.
As for (2), it is as written, but since you originally did illustrations and 2D animation, I am thinking that you are probably just starting to work on 3DCG. So, if you think you can do it, I thought it might be a good idea to do a little more 3DCG work on your own while doing other work and then make a decision. I think there are a lot of things that become clear only after you try it.
I would say that having a job and an income and not worrying about finances is a good way to relax. If I wanted to study 3DCG seriously, I might be able to go to a 3DCG vocational school with the money I earn from my own work.
So that's all I have to say in answer to your question, Toha!
It's easier said than done. It's easy to say, but in reality, it's also very difficult to find a job in general.
That's why I hope that you'll think about it as much as you can right now, and finally decide which one you can do without regret. I hope you will decide which one you can do without regret and do your best!
nokishita. we will be rooting for you in the shadows!
Thank you for your reply.
I don't know anyone around me who is familiar with the CG industry, so I am glad to have your valuable opinion.
After all, it is more solid to get a job now, try to make a little more progress in 3DCG studies, and then think about whether to make it a career....
In addition, in light of the fact that experience in general business can be an advantage, I thought it would be possible to find a job in that area.
After hearing your opinion, Toha, I still think it would be better to proceed with a job in a general business now.
As Toha-san said, I really don't know what to do because I don't have much hope for job hunting in that area, especially this year... (laughs)
I will continue to look for a job at a general company, but I want to do 3DCG, but it would be more solid to get a job at a general company now....
I hope to be in a position to study 3DCG software as soon as possible!
Can't wait to touch MAYA! (LOL)
Thank you for reading this poorly written piece!
I don't mean to be presumptuous, but I'll continue to support your activities, Toha!
Hello. I am 22 years old and joined an engineering company this April as a new graduate.
I am a graduate of a university in the field of information science, and I have experience in CG production using Blender in lectures and seminars. I also have a little experience with Maya for students. I have little experience in fine art.
I originally wanted to become a CG creator, but gave it up once, and now I am thinking of taking action because I don't want to give up after all.
So my question is.
(1) This is a portfolio for submission, but what level of quality is required?
How many pieces would you like to have?
Is Maya still the better software to use instead of Blender?
Is it easier to get a job if I attend a school?
(5) If I am going to attend, is there a recommended place that I can attend while working? (preferably online).
I am very sorry to ask so many questions, but I hope you can answer them.
Thanks for your comment, Hoshiya~!
I would like to respond to your question below, although there are some things that Toha cannot know.
(1) What is the required quality of the portfolio for submission?
I'm sorry, but TOHA is not a recruiter for the company that Hoshiya wants to work for, so TOHA doesn't know - the recruitment agent mentioned a bit in the article may know more than TOHA, as he may have seen many portfolios of applicants.
(2) How many pieces of work should be in the portfolio?
As for the 3DCG artist's portfolio, this article is all that Toha can tell you about it. Please read it if you like.
How To Make CG Portfolio 1) - More Important Is How To Think
(iii) Is Maya better than Blender for software?
If you can make 3DCG in Blender, you can make it in Maya with a little learning, even if the software is changed to Maya.
However, although Blender is becoming more and more popular, Maya is the most widely used software in the game industry.
(4) Is it easier to get a job if I attend a school?
I don't think that going to a specialized school will make it easier for you to get a job. After all, it is a game of skill, so even if you go to school, if you are not able to create 3DCG, you will not be able to get a job.
However, if the school offers job placement assistance, the instructor may be familiar with the employment situation in the industry or have contacts in the industry, so in that sense, it may be easier to find a job.
5) Do you have any recommendations for schools that I can attend while working?
Sorry, I don't know a bit about this one either - Toha only knows DigiHari (and the old one), so I can't judge which of the many schools you recommend.
There seems to be a lot of choices when it comes to online services, so I guess I'll have to narrow it down by asking people who seem to know more about them or by comparing them through word of mouth, etc.
That's all I have to answer. Sorry I don't have much to answer properly~.
But there's no point in pretending to understand something you don't know, so I'm sure you'll have endless worries, so please ask around and do some research until you're satisfied!
Thank you very much for your cooperation.
Thank you for your response despite my many questions.
I would like to create my work through trial and error and aim to complete my portfolio first.
I am currently a senior in high school.
Now that I am deciding on a career path, I am drawn to the motion designer profession.
So I have two questions for Mr. Toha.
1. Is there any difference between entering a vocational school or a regular university design department, etc. in my pursuit of this career?
Also, which do you think will help me improve my skills? (I know it depends on the effort, but is it better to go to a technical school where you can study more specialized subjects?)
2. Also, if I choose a vocational school, what should I do from now until I enroll? I have never studied anything related to this profession in my life, so I would appreciate it if you could tell me.
Nanashi, thank you for your comment.
Senior year of high school is a time when you have to think a lot about your career path.
I am not that familiar with motion-related issues, but I will try to answer from my own perspective.
1. Is there any difference between entering a technical college or a regular university design department?
I think the main difference is the school curriculum. In short, what kind of content is taught at the school?
In fact, this varies from school to school, so it depends on which vocational school you go to.
Also, to nanashi's question, which do you think will improve your skills more? If you want to become a 3DCG motion designer, it is better to study at a school that teaches motion production using 3DCG to improve your skills.
The technology we are talking about here means "the technology to create motion with 3DCG software," but to create motion in 3DCG, it is sometimes better to have knowledge of 2D animation as well.
In fact, it is quite common for a new graduate hired by a company as a motion designer to have majored in 2D animation when he or she was in school.
Since the final image projected on the screen is 2D, the concept of 2D animation is necessary for 3DCG motion production.
Those who had studied 2D animation in school sometimes learned how to use 3DCG software after joining the company.
...So, the most efficient way might be to go to "a school that teaches both 2D animation knowledge and 3DCG motion production techniques in a comprehensive manner.
Is there such a school? I'm sorry, I don't know that much, but I hope this will be helpful to you in considering what kind of school you would like to go to and what you would like to study.
2. What should I do between now and the time of enrollment?
Watch lots of cool animations and well-motivated videos!
In fact, this is what a senior veteran motion designer told me when Toha was assigned to work on motion production at his company.
It doesn't matter if it's a 2D animation, a special cut-in from a game, or anything else, it's good to see a variety of good images every day, even if it's just a little bit.
In a modeling article on this blog, it is important to make a good model.Seeing lots of good models.I am writing about this story.
This story also applies to motion production, and it is better to see and know a lot of good motion in order to make good motion~.
I think this is definitely worth doing!
This is all the answer to the question of toha.
I know you are probably going through a time when you have a lot of worries, but please hang in there and I'll be rooting for you!
Thanks for taking the time out of your busy schedule to reply!
I love animation and other visual works and would like to see many of them.
Hi Toha, I read your article and I am encouraged. I am 32 years old and I learned 3DSmax 3 years ago at a vocational school where I attend once a week, and now I am going to start job hunting after making some works at another vocational school. Anyway, I have made CG a part of my life and create works every day. I want to be a modeler, but I'm going to put both characters and backgrounds in potshots. I'd like to hang on to this industry, even if it's just a part-time job, so I'm going to apply for every job I can find. I'm glad I came across your article, Toha! I will do my best!
Thank you for your comment, tiger ike~!
I'm glad if the article on Toha has helped you in any way! Thank you very much!
You can't get results unless you act on everything - keep up the good work, I'm rooting for you!
Nice to meet you, Toha.
I used to work in an industry unrelated to CG, but after reading your blog last year, my desire to become an artist involved in games and images grew, and I have recently decided to change my job to the image industry.
This is all due to the fact that I read your blog and was encouraged by the fact that there are people who have turned into CG designers from completely different industries.
I know it's a bit of a month-long story, but I'm glad I realized how much fun it is to be able to do what you love as a job.
This industry has its difficulties in this industry, but I would like to continue to do my best in the future without forgetting my past efforts.
Thank you so much for publishing the blog that inspired me.
Chimi, thank you very much for your comment.
Congratulations on your decision to move into the video industry~! That's great!
Toha just wrote an article about his experience, and everything that followed was the result of Chimi's hard work!
However, if the articles written by Toha were able to provide even the slightest impetus or encouragement for Chimi to try something new, we would be more than happy to do so.
I am sure that you will face many difficulties in your new workplace and industry, but I hope that you will have faith in your own ability to get this far, rely on those around you from time to time, and move forward successfully and happily.
We at Toha are also supporting Chimi's future endeavors from the shadows~!
Thank you so much for taking the time to visit this blog and report back to us.
Please come and see us again from time to time, even if it's just to take a break.
Dear Toha, it is nice to meet you.
I am currently self-taught in blender and would like to eventually work in the 3DCG industry.
My current job has nothing to do with 3DCG.
Due to my current job, I feel it is difficult to learn while attending school, so I am studying on my own, but would it be better to learn at a school?
Also, when I look at 3DCG jobs, I see that many companies require working experience. Is it better to work part-time in 3DCG to gain working experience?
I would like to hear from Mr. Toha when you have time.
Thank you for your cooperation.
Thank you for your comment, Mr. Vine.
So you are teaching yourself Blender while working~!
Regarding your question, I don't think that you have to study at a school to change jobs or that it is easier to find a job if you go to a school.
In the end, the most important thing in finding or changing jobs in the 3DCG industry is your portfolio (your work), so there is no problem if you can complete your own work even if you are self-taught.
In fact, recently we have seen more and more cases where people have uploaded a lot of independent works on social networking sites, etc., which led to jobs.
Even if you have difficulty attending school, you can still Udemy and the Menta. There are also paid materials and courses that can be learned on a spot basis, such as the following, so why not consider the method that best fits your lifestyle?
And should I get some work experience as a part-timer? It is better to have work experience than not to have work experience. I think you are very lucky if you can see the 3DCG production site as a part-timer.
I think the best thing you can get out of it, even if it's just a part-time job, is that you can get to know the professionals who actually do 3DCG production and hear their stories about their work.
But I have the impression that there are not so many 3DCG companies that are looking for part-time workers. (This is just my impression, so the situation may be different from what you know.)
So, if there is a part-time job opening that you can go for, I think it is totally possible to apply.
However, if there are no good part-time job openings, you would try applying to companies that do not include years of work experience as a requirement for 3DCG jobs, or those that say that no experience is required.
If there is a company that you want to work for, but that requires years of work experience, you can send an email to the company that allows you to inquire about hiring, and ask, "Can I apply even if I don't have work experience?"
When the number of years of work experience is written in the job description, it is almost always the case that the company is looking for people who are ready to work immediately, so it is entirely possible that you will be told not to apply, but if you are lucky or have good timing, you may be told that they will take a look if you just apply for the job. You can't know what's going on inside a company from the outside, so if you can ask them without being rude, you may be surprised to find out that it's okay...!
That's all for Toha's answer - thank you very much ^^^.
Thank you for taking the time out of your busy schedule to get back to me!
I will refer to it.
Nice to meet you. I am looking for a new job from a different industry to become a background modeler.
I am currently applying mainly to companies where I can apply even if I have no experience, and I have passed the first round of interviews with a few companies and am now in the final round of interviews.
I would appreciate any advice on what questions will be asked in the final interview (I know it depends on the company, of course) and what I should prepare for.
Also, what is the actual pass rate for the final interview? I would like to know how many people actually pass the final interview.
I am sorry to bother you in your busy schedule, but I would appreciate your reply when you have time.
Thank you for your comment, Deitch!
No, no, no, that's great! You're already that far along in your job search!
Congratulations on passing the first interview!
Regarding your question, what will be asked in the final interview... I'm sorry, but I honestly don't know~><
They asked me questions that I had not expected at all when I was in Toha lol.
(For more information, click here →)What Are 3 Things Absolutely Need To In Life? - A Story Of The Question Asked Job Interview)
Also, the rate of passing the final interview is sometimes something that Toha cannot even consider.
However, this is not much of a story in my interview experience so far, but when I made it to the final interview, I received a job offer as a result.
If the company is not that big, and if it is a mid-career interview, I think the company is often "interviewing because they want to hire.
The fact that you made it to the final interview is something to be confident about, because we are not interviewing you to sift you out.
So I think it would be a good idea for you to go into the interview with the intention of getting to know Deitchi well.
If you don't pass the final interview, it just means that you didn't fit with the company, and you should be positive that you have a chance to find a company that suits you better.
Interviews are nerve-wracking, but in the end, what the interviewers and the people who come for the final interview want to know is, "What kind of person is this person?" What they want to know is, "What kind of person is this person?
So really, it would be best if I could talk in my usual natural way without being nervous, but that's impossible, isn't it?
TOHA thinks that the reason for preparing for various interview questions, such as anticipating the questions that will be asked at the interview, may be so that you can go into the interview with as little nervousness as possible during the actual interview...and that's what we do.
"I've done all this preparation, I'll be fine! I'm sure I can do it! I'm sure I can do it!
With that in mind, I hope that you will show your usual Deitchi self at the final interview.
That didn't answer my question at all, but good luck with the interview--I'm rooting for you!
Thank you for taking the time out of your busy schedule to respond!
I was pretty nervous, but your words made me feel a little better!
I'll try my best to give you a good report!
Nice to meet you.
I am currently working for a company as a 2D designer.
I myself want to change my career to 3D designer (modeler or motion) after reading this article by Toha, and I am using blender to create my portfolio.
So my question is, is it possible to change my career from 2D designer to 3D designer?
Also, do you have any experience with Maya or other software used in practice?
I'm terribly sorry for my abrupt comment.
I would be happy to answer your questions.
Kuku, thank you for your comment~!
I am very happy to hear that the article written by Tohya was a trigger for you.
Well, Kuku, you are working to transition from a 2D designer to a modeler or motion 3D designer, and personally, I think a career change from 2D to 3D is totally possible!
I think it's a great advantage that you also have experience working as a 2D designer!
Of course, the software used is different because what is created is 2D and 3D, and the way of doing things is different, but I think there are many things that can be applied to 3D production, such as knowledge and skills in 2D design.
Also, you may be concerned about the fact that you are currently using Blender and have no experience using Maya or other software, but I don't think you have much to worry about.
This is what we believe from our experience, but people who can create 3DCG with Blender will quickly get used to using other software, such as Maya, and will be able to create it.
In fact, until I started working at TOHA, I could use almost only 3dsMax, and after I started working at the company, I had to learn how to use Maya at the company. In the case of TOHA, senior employees took time out to study Maya and teach me how to use it.
How much effort each company puts into training new hires depends on the company, but if the portfolio Kuku-san created with Blender is attractive in the eyes of the people who hire him, I think his lack of experience using Maya is a minor issue.
That's all I have to say in answer to your question Toha!
We are secretly supporting you so that you can change your career to the type of work you want to do. Please do your best!
Thank you for taking the time out of your busy schedule to respond!
I am very encouraged by those words of Mr. Toha.
I will try my best to be a 3D designer as well.
Nice to meet you, Toha.
I am a graduate of the Digihari online school, but I was wondering about changing jobs in the future.
I am 30 years old and vaguely wanted to work in computer graphics. However, there are many jobs in CG, such as character modeler, background modeler, animator, and effector, and I am wondering which job I should get and where I should make my portfolio for.
I originally started CG because I wanted to be an effects and background modeler who could also do film work, but when I saw other people's work and critiques, I thought, "Isn't this good enough? Aren't you a genius? I feel that there is not much room for growth, or that I am not observant enough.
As for the effectors, I don't have confidence in my ability to do it, as it seems to require knowledge of physics.
On the other hand, I enjoyed modeling and animating characters in the school's productions, and I felt that there was room for growth in terms of CG and picture modeling of other people's creatures, as I often feel uncomfortable with them on a regular basis.
I would like to gain experience in some type of work and someday become a CG designer who can do everything, but I am wondering which type of work I should start with.
Vaguely, like is it something you aspire to, is it something you're good at...
As a field, I would like to go into film and animation, not the game industry.
I would be happy to have your advice.
Pons, nice to meet you and thank you for your comment.
Oh! You have already finished the curriculum of the DigiHari Online School!
I will answer your question to the best of my knowledge.
As a person who is in the game industry himself, I hope you will keep in mind that I am not an expert on the actual state of visual CG.
First of all, it seems that you are interested in various fields of 3DCG, which I think is a very good thing. Eventually, you would like to become a 3DCG designer who can handle all fields of 3DCG, so I guess you would like to become a generalist.
But perhaps the larger the company, the more solid the division of labor is in video-based CG production. You may have already read this article (from 2017), but you can read about it here. ↓↓
Tetra's representative thoroughly explains the abilities required for 9 positions in the CG/video industry and the degree of human resource shortage.
Although some companies may have a system that allows you to move to a different department if you wish, basically, the more a company has a solid division of labor, the less chance you have to be involved in work outside of your area of responsibility.
Therefore, if it is difficult for you to narrow down your preference to one type of work, or if you still want to be involved in various types of CG production, it may be possible to apply to a small video company.
In a small company, the physical number of people involved inevitably increases the number of opportunities to work on a variety of tasks. (Be aware that there may be a bit of a black edge to some of these jobs.)
Although I have now settled down as a character modeler, I have actually done all the characters, backgrounds, motions, and effects myself and have come to understand that.
On the other hand, if you are applying to a large company with a well-established division of labor, I still think your portfolio should be appropriate for the type of work you want to do.
If any of the instructors at Digihariscool are familiar with the visual CG area, you may be able to get more specific advice from them than from Toha.
Also, is there much room for growth in background modeling? You seem to think that character modeling may have more room for growth. I don't think you need to think about the growth potential at all right now, because there is definitely a lot of growth potential in all fields.
To be honest, what you can learn in a 3DCG online school is only a small part of CG production. What you learn while creating CG at work is many times more than what you can learn in school.
I am sure that even a CG work that looks perfect from your eyes now will look completely different when you see it after working on it for a few years.
It is a little difficult to give an answer that can solve Ponzu's problem, but there is a saying in the world, "Better to get used to it than to learn it.
Even if you have a clear idea of the type of work you want, you cannot be sure that you will get the job you want, and in fact, there are people who entered the company with a motion aspiration who are now working hard as effects managers.
It is never a negative thing to be interested in a variety of occupations. In fact, it is a good thing, and I hope that you will make use of it in your job search with a positive attitude.
That's all I ask!
Nice to meet you.
I want to become a 3d modeler.
Could you please tell us the most optimal choice?
I know a high school student who wants to become a 3d modeler.
In fact, I have done a lot of research and it is better to go to college and study on your own instead of going to a technical school. I give advice in between that it is better not to choose a vocational school. I think there are some things that you can't get back later on.
1. what specific specialty (not mines) should I choose?
2. What specific efforts should be made?
I would like to know the
How can Toha-sama become a 3d modeler. If you have any websites you refer to or schools you recommend, we would love to know about them. I am currently in high school and have drawing skills and am old enough to have many possibilities and options, so please m(_ _)m
Her main occupation is a job where she can do "3D character modeling".
He would like to eventually work in modeling that moves the human body.
He would be fine with interior modeling, but he would like to work on character design and 3D modeling. He would also like to do a range of character modeling formation and the design of the character itself, rather than moving the character.
In case you are wondering, she is 18 years old, but her illustrations are really good and she has good drawing skills.
I am a high school student, but I do not have the deviation to enter an academic university, and my funds are not that great due to family circumstances.
If the student should go to a school that requires tuition and other fees, we will also check if the student can work part-time to earn enough money to cover the expenses.
I gave up on my dream and followed the path of mediocrity.
I don't want her to give up.
She has one last year of high school this year.
I will do a lot of additional research with your answer.
Please, please, please.
That is all.
Sorry for the length of this message.
Rato, nice to meet you - thanks for your comment.
Please keep in mind that we only know about game-related computer graphics.
Regarding your question, please read this article first.
In particular, I would like you to read the sections "How is a technical college degree valued?" and "In the end, what is required of game creators is "human ability" and not academic background".
Does a game creator need an educational background? I, with 18 years of development experience, will answer.
This article is also helpful because it clearly shows the difference between a college graduate and a professional graduate. Here is a quick summary of what the article says.
If you want to get a job at a major game company as a new graduate, you'd better go to college.
If you don't care about a major game company, you should go to a technical school to learn the skills.
But the only time education is somewhat relevant is when hiring new graduates, and no one cares about a person's education at work.
Rato's question 1) Where exactly should I go? I think this will give you a rough answer to the first question.
And question 2) What specific efforts should I make? Toha would answer this question by saying, "Just move your hands and make CG.
Nowadays, unlike in the past, it is really easy for anyone to create computer graphics.
Free software such as Blender is available, and you don't need a computer with high specs to start making things, and there are plenty of tutorial videos for CG production lying around if you do a little searching.
In this situation, someone who wants to become a 3DCG modeler in the future and wants to study to become one, but "has never tried to make a 3D model yet"...
Do you really want to be a 3D modeler? They will think that you are.
So first you have to try to make it yourself! This is important.
Some things can only be understood by actually making them with your own hands.
Sometimes you try it and find that it is not as much fun as you thought it would be, or you find yourself more interested in something else than what you wanted to do.
I tried making it and found it difficult, or I didn't understand this part, so I want to study it at a school that teaches it properly. So, I want to study at a school that teaches that. (Sorry if you have already made such a choice...)
The high school student himself is a good sketcher and painter, so there are a lot of possibilities.
First of all, you're still in high school! You still have lots of time, and there is almost nothing you need to worry about that you can't get back.
I studied programming at a non-CG school for 5 years after graduating from junior high school - then I worked at a non-CG company for 4 and a half years - and I still did OK!
Besides, any experience can be used in making CG.
Being able to draw illustrations is of course useful, but nothing is ever wasted, whether it is learning about human movement and muscles by playing sports, improving communication skills by talking and playing with lots of people, or traveling to various places and seeing beautiful scenery.
Anyone can learn how to use CG software. Even if there is a difference in software proficiency, the difference is actually not that big a deal and can be easily made up by study and learning.
The reason why there are differences in the 3D models created using the same CG software is because they reflect the individuality, sensitivity, skills and experience of the person who created them. These are not things that can be acquired overnight.
Therefore, I personally hope that you, as a high school student, will experience a lot of things other than making CG while trying to make 3D models by yourself. No experience is ever wasted!
Then there's Lat.
I could feel that they are supporting the high school students with the hope that they will realize their dreams and succeed in life.
If a high school student is struggling with his/her career path or needs someone to talk to, I think Mr. Rato's presence can help a great deal.
However, nowadays, even high school students can look up a variety of information on their own. I am sure that you are doing a lot of research on your own and thinking about it.
If it is something that a person really wants to do, he or she will do it, no matter how much the adults around him or her may stop him or her, admonish him or her, or oppose him or her. It was the same for me. LOL.
So I don't think we should worry too much and let them do what they want to do.
Of course, it is reassuring to have someone like Lat who is willing to look into things and support you, so I hope that Lat is that kind of cool person for high school students, who will quickly show up and gently help you when you are in trouble.
I think - sorry for my very personal opinion ^^^.
That's all! Thank you for your confirmation.