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🧵 Job search - Software requirements

Anonymous No. 879327

When looking for jobs, recruiters tend to mention a few specific programs used at their studio. Is it absolutely essential to know these programs before getting a job there? Or is it understood that sometimes people will have to learn a program as they go?

I recently seen a decent job that said it would include sculpting in mud box. I'm only familiar with zbrush and cant het my hands on a copy of mud box. Will that matter to them?

Anonymous No. 879331

>>879327
Dude, you're competing with people who are very familiar with any program. Competent and familiar. Think for a minute, why the fuck would a company invest time into an individual who has no clue what they are doing? Or has to train. Think about how much of a cost and time sink that would be to "wait" for someone to become competent at the program vs they can hire someone that actually understands and knows what they are doing right out of the gate. Studios cost money and even though it can cost a lot to develop, the budget is not for training people. It's for paying them for their ability to work efficiently in the production line.

Pirate mudbox and get really good at it. Remember, you're competing with other people when you apply for a job. The competition is very real and can make you feel like shit if you're not competent in whatever you apply for.

Anonymous No. 879334

>>879331

So your telling me that if I know 10 programs pretty well, but not the one specific one they mentioned, that there's no way?

Anonymous No. 879337

Ive applied for plenty of jobs like that. I know a bunch of packages (modo, c4d, a little maya) but unless you use 3dsm, they dont wanna know ya. I guess Ill be stuck as a prison guard forever :/

Anonymous No. 879338

>>879334
the program they mention is in their production line. They expect you to know how to work with it when it actually works, when it crashes, when it breaks, when there is a bug. You can't just guess your way around it because you know 10 other programs that have nothing to do with the program they are hiring you for.

Anonymous No. 879340

>>879337

3ds max is my first program I learned. I dee very few studios using it though. I think if seen one posting that mentioned it. It's usually maya they want.

Anonymous No. 879342

>>879340
Apologies.. Im just very deflated with the whole creative industry right now. I just have no idea how to get in... And I finished my studies 5 years ago.

Anonymous No. 879344

>>879342

I already have 2 years in the industry doing 3d cg for a cartoon. However, I got that job through a professor at the end of my college program for game dev, so this would be my first job to really be applying for.

But the thing is I didnt have much time to really work on my own stuff outside of work, so I'm pretty limited in what I know between school and the job I had. It seems like to apply for 3 different jobs I would need to spend so much time potentially having to learn 3 different programs, which seems kind of overkill. I would think that alot of understanding of 3d software is transferable.

Anonymous No. 879351

I guess, i'm getting a few offer now and one studio had blender as a requirement ( I use maya) I thought whatever of it and applied, but after the interview they've made it clear they only use blender, even though I didnt mention anything about maya, I just said I knew blender in the moment. Not a troll post btw, I prefer maya but I guess i'll need to fucking learn blender... seems like a waste of time

Anonymous No. 879379

Since there's a higher chance some fellow industry pros are in this thread,a question:

Has anybody pirated things like IMM brushes, stencils and similar helper content? Do you think anybody would notice if you used them in professional projects? There's just a ton of them even if they're not that expensive, and I've already got a lot of things from cgpeers before, so now I'm wondering if I should just buy all of the licenses just to be safe or not.

It's not a software, just a bunch of textures and Ztools, I kinda doubt those can be tracked though.

Honestly it's kinda shitty and I should probably support fellow artists, but I'm still not earning a lot as a freelancer and almost every task would require another tool that would cost me an hourly wage. Couple that with all the software subs and it becomes depressing.

Anonymous No. 879432

>>879379
You're earning as a freelancer? How?

Anonymous No. 879433

>>879379
In my experience, I've had bosses check to see if I have legit programs over brushes. In fact, I have never been asked about fonts, brushes, or certain plugins.

There are always exceptions but I've always been asked and checked that I'm running a legit license for the main programs because I work both "in house" and on my laptop.

Anonymous No. 879435

>>879379
>>879433
I pretty much am the same way. I used to pirate a lot. I still use them from time to time but the main thing I did was invest in a legitimate license for the actual programs I was using. It's basically a tax break for me since it's a business expense.

Anonymous No. 879438

>>879432
Not that op but various websites. Fiverr, Upwork, Craigslist, Facebook.

One thing that helped was that I was playing in a band, which led me playing with another group of guys in the hip hop scene in town. Which was a haven for local artists and musicians. So 99% of the shows we played always had several live painters and other artists selling their merch/art.

One thing that made us stand out was we were the only hip hop act that had a guitarist playing live, and we never used an ipod to sing songs on. The other MC had a whole keyboard and sampler set up. I started bringing my projector and laptop with me and played visuals over our set. Eventually we were able to connect ableton to my projection setup and control the visuals to go with the music.

That caught the attention of a lot of people and I was always offered some type of gig for visuals or people wanted to collab and make something for their shows.

Basically it became a word of mouth gig for me. The few people that came through and paid and actually respected my time, I still work with and I get paid really nice to help them out. Now, because of those gigs, I was able to put up stuff on all the social medias and from time to time, I get hit up to work on a project.

Anonymous No. 879445

>>879433
>>879435
Thanks for the answers, yeah, same thing here, I need to have legit licenses, sometimes I even buy a monthly sub just so I can spend 5 minutes in a specific program I need to export something with. Those are some of the joys of being a freelancer, fuck it.

But yeah, I've never heard of anyone actually caring about individual brushes etc. After all, when I think about it, you don't actually need to import those files in the project, just use them and remove later on. E.g. in Substance, import some stencils for one session, paint masks with them and later on send the file without those stencils attached.

>>879432
Yeah, a few client studios, not fiverr or things like that.

poopoo No. 879839

i really cant see if that britney spears or beyonce

Anonymous No. 879871

>>879327
probably knowing zbrush and maya will get you pretty far. just apply anyway, it’s not like your ability won’t translate over and you should learn pretty quick

Anonymous No. 882310

>>879327
If a joblisting lists a specific software as a requirement, then chances are that said software is a part of the job the listing is for and is therefore essential to said job. Generally if they offer training that will be noted beforehand.

Anonymous No. 882435

>>879327
Depends on how good you are or how widespread the software they require is. Everyone uses Zbrush, so the company probably understands that anyone applying will probably have all of their sculpting experience in Zbrush. Who the fuck even uses mudbox in current year... It's a super simple though, especially if you've used maya before, it's definitely much simpler than zbrush.

Just apply anyway, you have nothing to lose. if you get the job look up some tutorials on mudbox and you'll learn it in a few days/ a week max.

Anonymous No. 882576

>>879342
>getting into an oversaturated market
Yeah good luck with that.
You need to think ahead of the curve, go into something that WILL be popular or is getting popular right now.

Anonymous No. 882582

>>879342
There's a lot of 3d work. You're probably only applying to the big companies, not building connections with people currently working or just not good enough. If your work isn't like Gnomon tier at least, then you have very little shot at getting in just through the apply and pray process.

>>882576
>oversaturated
Its only oversatured in places where everyone wants to be. There are thousands of companies doing 3d, many of which are not game or movie related. And especially right now, there is a severe lack of people, but the work didn't slow down.

Anonymous No. 882585

>>882582
>many of which are not game or movie related
Any work where pajeets can do your job for 5% of your pay is oversaturated. You can buy whatever 3D models you need for a dollar online. Artists are a dime a dozen and get paid shit wages with no overtime and then fired when the project is complete.

Anonymous No. 882594

>>882585
Sounds like a you problem. If you can't get a job in 3d when the demand for artists has never been higher then I don't know what to tell you. Sucks to suck I guess.

Anonymous No. 882596

>>882594
I cant get a job because i dont live in california and even if i did, i would have to pay all money back to extremely high living expenses.

Anonymous No. 882597

>>882596
>only california has 3d jobs
Wat? Blizzard an ILM aren't the only companies out there. Like I said, games and movies aren't the only things that need 3D. But if you wanna work on big budget games and movies, there's not really any way around having to move to one of the big hubs. Or you're good enough for them to relocate you.

Anonymous No. 882598

>>882597
the cost of living is high and the pay is low to mid. One of my friends from hs is in the industry and lives in cali and he tells me this.

Anonymous No. 882601

>>882598
Juniors get paid shit, that is true. And Cali is a uniquely bad place to live on a budget. But wages go up pretty fast after even a couple of years of experience. Again, you don't have to move to California. Every state has companies that need 3d artists, advertising, medical, archviz, engineering, etc.
>https://www.gamedevmap.com/index.php?country=United%20States&state=&city=&query=&type=
>https://www.cgstudiomap.site/
There are thousands of options just for games/vfx in NA alone.

Anonymous No. 882602

>>882601
Anon, I dont want to work on freaking shovelware mobile games. I have already looked at whats around.

Anonymous No. 882603

>>882602
Then what is your solution? Quit? Working on a shovelware mobile game gets you closer to your goal than doing nothing.

Anonymous No. 882604

Just model waifus and furries and charge them 5k per model (no rig)

Anonymous No. 882605

>>882603
I have a job that pays all my bills and i only have to work 4 days a week

Anonymous No. 882607

>>882605
Glad it worked out for you in the end.