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  • File : 1283270855.jpg-(13 KB, 637x346, Pixar_animation_studios_logo.jpg)
    13 KB Anonymous 08/31/10(Tue)12:07 No.143241  
    Hey /3/ how likely is it for someone to get a job at Pixar? or Dreamworks?
    >> Anonymous 08/31/10(Tue)12:13 No.143243
    That's where practically everyone into 3d animation wants to work.

    So not very likely unless you're amazing from the start.
    >> Anonymous 08/31/10(Tue)12:15 No.143244
    Unless you can create reality with 3DSMax and your fingers, no.
    >> Anonymous 08/31/10(Tue)12:16 No.143245
    This might be helpful. 14 Positions currently open.
    http://www.pixar.com/companyinfo/jobs/index.html
    >> Anonymous 08/31/10(Tue)12:50 No.143249
    highly unlikely unless you have at least 10 years experience in CG and your stuff looks like you have at least 10 years experience as well. Also you need to know someone on the inside.
    There are more positions in the NBA than there are at pixar or dreamworks so thats about how much of a chance you have of working there
    >> Anonymous 08/31/10(Tue)13:04 No.143251
    >>143249
    thats the answer I was looking for, thanks
    >> Anonymous 08/31/10(Tue)13:29 No.143253
    You have a better chance at winning the lottery.

    So go play those numbers
    >> Anonymous 08/31/10(Tue)14:38 No.143268
    You'd have more luck designing toys and then getting a job at Pixar. They design their movies around the merchandise.
    >> Anonymous 08/31/10(Tue)15:14 No.143272
    Probably easier if you go to one of the schools who got Pixar guys as teachers. The chance of landing a job there outside of the cafeteria without knowing someone on the inside is slime to non unless your truly is awe inspiring.
    >> Anonymous 09/01/10(Wed)22:21 No.143639
    Work your way up and its a definite possibility to get in at a place like that. I currently have 2 friends who work at dreamworks, both of whom have less than 10 years industry experience. Start anywhere you can get a job, do good work, and keep training yourself in your spare time. and every time you're looking for work apply to Pixar and Dreamworks anyway, even if you know you wont get in. You may get feedback.

    tldr: Get job, Do your shit well, Get better job
    >> Anonymous 09/01/10(Wed)22:53 No.143648
    I was invited to this sort of after party at a bar during siggraph last month. Was quite a few people from pixar there (as well as ILM, digital domain, adobe and shit) and they would tell me "Yeah I was at pixar for a few years, then i decided I wanted to change settings so went over to dreamworks for a bit..." the whole time I was mentally face-palming knowing that I might not ever get to say shit like that.

    Some of the stories they told were intense... btw, in case you've always wondered... pot is so common there that one guy told a story about he had to be careful about dodging cameras on set while trying to smoke a joint. so no need to worry about drug testing. Shit, this one guy, who was an editor at the time told me and a friend that when it came to crunch time, he would walk into the editing room to find a small cereal bowl of coke at the ready for he and his co-worker... i kinda tugged my collar a bit at that one, but to each his own I guess

    /rant, inb4 cool story bro
    >> THI !!Cl4Bke4/4X2 09/02/10(Thu)18:06 No.143812
    >>143241
    I just applied to both. I'll let you know how it goes.
    >> Anonymous 09/02/10(Thu)22:36 No.143879
    >>143812
    Post your folio
    >> Anonymous 09/02/10(Thu)22:51 No.143881
    >>143879
    do this.
    >> Anonymous 09/02/10(Thu)23:36 No.143888
    posting some of your work would allow us to gauge better.
    >> THI !!Cl4Bke4/4X2 09/02/10(Thu)23:47 No.143891
    >>143881
    >>143879
    I'd rather not post my personal info on 4chan.
    >> Anonymous 09/02/10(Thu)23:54 No.143892
    >>143891
    just a screenshot or two of something from your folio? pweeeeze?
    >> Anonymous 09/03/10(Fri)00:32 No.143896
    >>143891
    You don't have to. Just post some of your work.
    >> THI !!Cl4Bke4/4X2 09/04/10(Sat)00:24 No.144195
         File1283574282.jpg-(322 KB, 1600x1440, Hunter_Quarter2.jpg)
    322 KB
    >>143892
    >>143896
    >> Anonymous 09/04/10(Sat)00:31 No.144198
    >>144195

    MOAR!
    >> Anonymous 09/04/10(Sat)00:51 No.144203
    >>144195
    >>144195

    Doubt that is your work. Render out a different angle that I haven't seen posted on other 3d sites before and then I might believe its yours.
    >> Anonymous 09/04/10(Sat)00:58 No.144205
    >>144195
    Holy fuck.

    If that is really your work then I think you could actually get the job!

    It all depends on your reel though.
    >> Anonymous 09/04/10(Sat)01:40 No.144211
    what he said >>144203
    >> Anonymous 09/04/10(Sat)01:48 No.144212
    >>144195
    Its not modeling that makes Pixar, anyone with basic modeling knoweldge can make something pixar-like if they havwe a character sheet, what makes Pixar is the animation, can you anime as smoothly as you can model? can you breathe life into your character?
    >> Anonymous 09/04/10(Sat)02:04 No.144215
    >>144203
    He posted here before looking for advice on the model. I think it's legit.
    >> Anonymous 09/04/10(Sat)02:06 No.144217
    >>144203
    >baww i suck so everyone else must as well
    get the fuck out prick, nobody asked you to believe him, if he's full of shit its his problem.
    >> Anonymous 09/04/10(Sat)02:18 No.144220
    >>144212
    He doesn't need to be an animator to get a job at Pixar, that's just part of it. You need good models before anything else, and good textures to make the models looks better, and good lighting to make the textures reflect properly, and good rendering so people don't recognize errors in the process. Animation makes the characters have personality and energy and weight, but it's far from the only thing you need to be good at in order to get a job. Stop being a downer.
    >> Anonymous 09/04/10(Sat)05:58 No.144246
    Jack of all trades or master of none.

    Employees in major studios like Pixar, Dreamworks, Lions Gate, etc, tend to have a specialist field and some experience in complementing fields.

    Example, a modeler will have some experience in animation, rigging and texturing, so that he can better understand how his work will affect his colleagues' work.

    An animator will have fair rigging experience but may have little to no modeling or texturing experience, as he's responsible for ensuring consistent, sensible animation graphs with proper weighting etc, not ensuring the topology of the models he's working with is correct or that the textures won't stretch and/or cause other issues.

    A texture artist will have some animation experience and will work closely with an animator so that they can see where textures will stretch, and work with a modeler to add detail to the mesh as necessary or substitute flat surfaces with more complex geometry when necessary to get around such issues; for an example of where this wasn't done, look at the movie '9', where the facial expressions stretch the material textures.

    Riggers will have significant animation capabilities and little to no texturing, with some modeling capabilities.


    As far as creative workflows go, though, it's the texture artists and modelers that suffer the brunt of the workload, since an animator's primary objective is to please his director(s) whereas a modeler or texture artist has to take into account a variety of variables that their coworkers will need to work with.
    >> THI !!Cl4Bke4/4X2 09/04/10(Sat)15:11 No.144314
    >>144203
    HABEEB IT
    >> Anonymous 09/07/10(Tue)19:03 No.145525
    >>144195
    Wow imagine what his neck looks like without the hood. This is terrible.
    >> THI !!Cl4Bke4/4X2 09/07/10(Tue)20:42 No.145552
         File1283906556.jpg-(121 KB, 364x523, hunter_persp.jpg)
    121 KB
    >>145534
    >> THI !!Cl4Bke4/4X2 09/07/10(Tue)20:47 No.145554
         File1283906869.jpg-(207 KB, 1048x716, derp.jpg)
    207 KB
    >>145525
    It's just an exaggerated neck.
    >> Mr. Gawn 09/07/10(Tue)21:48 No.145578
    >>145554
    >>145554
    looks good to me anon.
    that style has been used before (incredibles, whatever)

    its a proven successful style, keep going goodly sir
    >> industryfag 09/08/10(Wed)02:08 No.145707
    You've got more of a chance if you're just graudating from a school that DWA or Pixar recruit from like Ringling College of Art and Design, Academy of Art University, Calarts, etc. You make an impression on recruiters there, and you're in. I went to such a school and had at least 5 classmates and friends go off to Pixar, and 4 go to DreamWorks. And that was out of 70 some odd people.

    School is important. You've got teachers with connections and you've got representatives staring at your stuff. If you're sending in a portfolio by yourself, it probably won't be seen. If you want to get your stuff seen, you need people on the inside who can show it to a project manager or lead animator/modeler/TD whatever.

    ALWAYS ignore the jobs page. There's always openings for fresh, new talent. They put stuff on the jobs page when their employees don't know anyone to fill that spot. That means most openings don't ever get announced.

    And to the tripfag, let's see some blendshape tests ;)
    >> Mr. Gawn 09/08/10(Wed)06:29 No.145756
         File1283941792.gif-(2.9 MB, 300x100, limbDOFBlur005.gif)
    2.9 MB
    >>145707
    >>145707

    hey industryfag, check me out over in my pleading thread. . .

    >>142669



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