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Anonymous No. 842062

between animation, rigging, modelling, character designs, which one currentlies are in demand or most profittable in the market

Anonymous No. 842065

between hammering nails, turning screws and cutting wood which one is most in demand and profitable in the carpentry business?

Anonymous No. 842073

>>842065
designing and animating isnt turning screws. drawing would be.

Anonymous No. 842138

A horde of pajeets each being able to do a tiny bit of all of these.
Your job in the industry is getting their catastrophes and unfucking them. Which justifies getting paid less overall while your employer can get 10 pajeets by the dime.

Anonymous No. 842243

>>842062
My experience is in film but it's pretty much the same for games from what I know.

Forget modeling. Almost all of it is done in India and they do a TERRIBLE job, can't follow basic instructions. The bar for anyone outside of India is extremely high since anyone can do it. You have to be able to sculpt photo realistic humans and creatures just to be considered, and there's still a lot of competition at that level.

Rigging pays well and gets stable jobs, but a big film production only needs a few rigs made (and constantly updated) so there tends to be just one or two for an entire studio. The bar is also very high. You need to be able to write your own tools and whip up a fully ready production rig in like a day. The good thing is you have a lot of job security once you're in somewhere. I wouldn't recommend it unless you are super into the technical, math-y side of things.

Character design I don't know much about but I would assume that's the hardest position to get since everyone and their dog wants to do it and they are only needed briefly and at the start. What I do know is these people often struggle to keep finding work since they are only needed at the very beginning of a project and no one is going to pay you to make cool drawings while everyone else is working on an actual product.

Animation is probably your best bet. Studios hire armies of those fuckers to chew through projects and the bar for technical ability is as low as it can get. So long as your animations look good and you can set keyframes in Maya, you can get a job animating. Some of the trash I've seen coming down the pipeline amazes me. Most of them can't make a character's feet touch the ground when they run. There's still a lot of competition and the pay isn't great but they seem to have the most fun at work.

Anonymous No. 842245

>>842065
animation, rigging, modelling, character designs are not at all comparable to hammering nails, turning screws and cutting wood. retard

Anonymous No. 842261

>>842065
FPBP

Anonymous No. 842269

>>842243
lol, i thought character design comes in first because it is cheaper than 3d grads' tuition of sorts? also in materials, having designer takes care the main idea first will save the 3d guys alot of time hence money?


well this all make sense so far... do you have more concrete datas to suport this other than experience tho?
like the most current
>>842261
an idiots gotta speak

Anonymous No. 842343

>>842062
I'd say animation, since that's the most lengthy process of them all that spans through the whole length of most projects. You need to show extraordinary skill of exaggeration, body language, lipsync and etc though, because outherwise you're replacable by any 1$-worth pajeet.

Anonymous No. 842443

>>842269
Like I said everyone wants to do character design and it's only needed a bit at the beginning. For example on sonic the hedgehog they had one guy do all the character designs at the start and then spent thousands of hours reviewing and tweaking the look in 3D, only to throw it all out after the trailer. When they resigned the character, they used one image that was crudely photoshopped as reference. So that's one guy working at the beginning vs like 200 animators who worked on the movie for most of its production.

I don't want to discourage you from following your dreams, just realise you are going to be competing with a lot of people for just a few short jobs and you probably won't have consistent work year round.

Anonymous No. 842450

>>842062
For you? None of them.

Anonymous No. 842451

>>842443
>vs like 200 animators who worked on the movie for most of its production.
and out of those 200 animators, 175 of them were outsourced and managed by one guy who can speak mandarin or hindi

Anonymous No. 842469

>>842451
I'm sure they do that in some places but I've worked in both TV and film at multiple studios and they always have an army of in-house animators.

The outsourced stuff is mostly prop modeling and roto. Some studios have been pushing comp there as well but they do such a bad job of it (justice league is an example of that)

Anonymous No. 842715

>>842450
just because you don't want to make anything meaningful of it as a career, it doesn't mean they don't either, anon. he's interested in making it more than a hobby someday and that's respectable, so don't be a prick about it

Anonymous No. 842764

>>842443
this isnt quite true. vidya character designers are concept artists, they not only design the characters but the eviroments and the props, so they're kept busy. there's a pipeline but it's not set up so half the staff are twiddling their thumbs, they have a constant stream of stuff to do.

also even if the artist only does characters, often the designer wil do drawovers of the in progress sculpts to ensure it has the right look. asuming the art director gives a shit

Anonymous No. 842774

>>842065
Do you really think all of those things fall under one profession or are you just a dribbling idiot?

Anonymous No. 842981

>>842774
So you do get the analogy that post is making?