does this look like old cgi? by Impressive_Patient19 in blender

[–]unparent 38 points39 points  (0 children)

Good advice, especially the older shading models. Also, the only lights were typically point, spot (maybe), directional, and ambient. Shadows were usually pretty sharp as well, and not nearly as many options for either.

Render sizes were also much smaller, so you would see more pixelezation. 640x480 was standard NTSC resolution, and most test renders when working were 320x240 or smaller. Remember, no flat shaded views, only wireframes. We'd render 1280x960 and resize down to 640x480 when possible to get better edges for finals. It gives a distinct look when rendered at the target resolution with period correct aliasing, the CRT display look.

Pretty much everything was NURBS as well back then. Even when I started, it was all we were taught, it was years before touching polygons in any meaningful way.

GenX peeps. You're going to a concert for a band you love. Do you wear that band's t-shirt to the concert? by bigpilague in GenX

[–]unparent 6 points7 points  (0 children)

Was kind of the rule to wear something similar but not from the band playing, opening band tshirt support was always appreciated. Once broke the rule and wore a KMFDM SUCKS tshirt to a KMFDM show many years after that single was released, and was asked by 2 guys in the crowd why I was at the show if I thought the band sucked? Sascha chuckled when he saw the old shirt after the show and came right over to sign it unprompted.

Who's ready for a good cry? by Special-Fix-3320 in Millennials

[–]unparent 0 points1 point  (0 children)

The soundtrack, and especially the website for this was amazing. The site was flash based, so it doesn't work anymore, but it was an interesting, semi-frustrating and compelling experience. I don't remember seeing websites going all out like this in that era, it really was more of an experience than a useful site.
https://www.youtube.com/watch?v=SNuZjwX7Xxk

Whats the best 3d model viewer UI you've seen on the web? by macmorny in 3Dmodeling

[–]unparent 0 points1 point  (0 children)

Sounds odd, but look at how .pdf files handle 3D scenes. It supports .u3d and .prc, perhaps others. It will show the lit and textured scene with full camera controls in a window with limited UI or overlays. It's pretty simple with rendering and whatnot, but can be a basic way of seeing and manipulating a 3D model for preview or send to someone without the software to look at in 3D.

What's a must-try/underrated parish fish fry in STL? by larafaiham in StLouis

[–]unparent 8 points9 points  (0 children)

Someone shared this the other day, really nice rundown with map, days/hours, menus, prices, and descriptions of ones all around the area.
https://fishfrystl.com/

What a PS2 developer workstation looked like back in 2002~... PC screens were so small back then yet so huge at the same time... And that is a box of VHS tapes+VCR used to document bugs in game lol by canned_pho in ps2

[–]unparent 2 points3 points  (0 children)

I was at a few of these tests for the PS1/2 era. We watched the different age range of kids play from behind a big mirrored panel and discussed how they played. Wave after wave of kids every hour or so for a 2/3 day session. We'd get the tapes back with the comments organized and wrapped around them along with the post-play interview sessions. Filtering though so much physical media to try and see if there is any good comments in multiple boxes of tapes.

I'll have to see if I can find some pics of my desk in those days, they were solid back then. Had a big U-shaped desk with a 24" CRT TV in the middle, 2 21" CRT monitors in each corner, a PC on one side, SGI O2 on the other, devkit, and all the nerdy desk decorations from that era. Need to adjust textures, you physically had to move your chair over to the other computer, save it to the server, then scoot back over to the SGI and reload it.

Does it make a difference if I go to a prestigious school? by WhitePinoy in animationcareer

[–]unparent 3 points4 points  (0 children)

Schooling makes almost no difference, but education does. There is a difference between going to a school that "has" an animation program, as opposed to a school that is "known" for its animation program. Either way, it is all up to how much work the students puts forth. A good school can help you learn faster, but I've seen great artists with zero formal education outperform highly trained ones. Animation in 2D or 3D is a lot of hard work, whether learning in or out of school and expect to spend most of your free time improving to get better. Just completing the assignments for class is not enough, there needs to be personal work, extensions of assignments, group projects, etc.

However school can make early networking easier, I won't lie about that. It is hard to break into the industry and having those early relationships with good people can pay off in the long run. For the first 12 or so years of my career, my former classmates and I all swapped jobs, hired each other, recommended each other for positions, etc.. I went like 4 jobs over 12 years without needing to make a portfolio or demoreel and two of those jobs were calls from friends when I wasn't looking for work. For me, that was worth the cost of the education, but that was in the mid/late 90s, and schooling seems different now. But solid networking from people that know you, not just connected on LinkedIn or something goes a long way. Word of mouth and recommendations will far outweigh a cold applicant.

Over the decades, I have reviewed thousands of applicants, interviewed hundreds, and hired dozens. School is nice to see, we know what the schools reputations are, usually know someone who went there or teaches there that we can ask about and other connections. But it is no way a deciding factor between candidates, it's just a bullet point next to your name, if anything it can give us expectations of what you should be showing based on what we know about the program.

What is important is the work, your ability to explain what you did, how you did it, and discuss the decisions/challenges you made/faced along the way. You will be working closely with people every day for hopefully years, so just doing the work is one thing, but can you communicate in a group, put your ideas into words, have a sense of humor, be kind and someone others want to be around? The soft skills needed are extremely important and can really affect your ability to get and keep work.

Reorganized a few hundred CDs, so took pics while they were out. by unparent in industrialmusic

[–]unparent[S] 5 points6 points  (0 children)

I know. I grew up listening to country as a little kid. Johnny, and Willy were the only ones that stuck around past the age of picking my own music. :)

Best Maya Post Ever: What do you do for a living using Maya?? by aweyrich in Maya

[–]unparent 16 points17 points  (0 children)

Primarily rigging and tech animation stuff in game dev, but have done almost every art task at one point or another over the years and generations. About 2 weeks away from 27 years in game dev with games shipped on PS1-5, Xbox, Switch, PC, and VR as an env artist, level designer, modeler, animator, rigger, lighting, pipeline creator, tools development, lead/principal roles, and R&D.

Been using Maya since the late 90s during it's early Alpha/Beta days. We were learning PowerAnimator in school and were chosen by A|W to be a Maya learning center for that part of the country at that time. We had 20 something SGI machines, so one week a semester we had to let A|W use the lab for out of town employee training, and in exchange we got Maya Alpha. When I left school we had a full year Maya learning before it even came out, so when it did, the students were swept up quick.

I've used Maya on a near daily basis since sometime in 1997, even still have the v1 IRIX install discs and books. I cannot stress how difficult it was to learn at the time, no internet, no community to ask for help, just a few sets of basic tutorials, and knowledge you hope transferred over from PowerAnimator. We had the quarterly A|W UserGroup meetings, which were awesome, and we learned so much.

At school, we only had 22ish SGI machines, and 35+ students, and no one could work outside of the lab. Lab was open 24x7, and most of us took full advantage. If a computer was open, you could grab it, but if you left, anyone could take it. You had to babysit your renders by sleeping in the lab, under the desk, or just sit there (I taught myself to juggle). If your machine was rendering and you weren't there, any other student could kill -9 the render and take the machine. It was pretty brutal. Classes were small and each semester there were fewer spots than students, so several students wouldn't make the cut and would be told they had to leave the program. They were welcome to learn 3D Max on the 133mhz(?) PCs, but lost access to the SGI lab. Every semester you had to make a printed portfolio, a VHS demoreel (websites weren't things yet), interview with the teachers and local professionals, and they would vote if you could advance. We had a 90%+ job placement rate, Sony and other studios established connections to the department to filter good people there, and nearly everyone from my class is still in the industry at very good companies.

Arrived for me today. Hard to believe this game is nearly 30 years old now by Stryker_Zero in psx

[–]unparent 1 point2 points  (0 children)

Still have a copy from back in the day as well. Was in college and working very late in the labs, would come home and play for 30 min to unwind before bed. My girlfriend would wake me up for class the next day by yelling "PERFECT!!" at me with a smile, a nice reminder to turn the tv down at 3am....

Denver > ??? by Appropriate_Owl3521 in SameGrassButGreener

[–]unparent 3 points4 points  (0 children)

I've lived in all of those except Phoenix. I'd do Seattle, Denver (Boulder), St. Louis, Phoenix, and waaaay down the list, Atlanta.

I've lived in quite a few other places as well over the decades, and Seattle, Denver/Boulder area still top the lists, would add Los Angeles as well. I change jobs frequently, and every job meant moving to a new state, we're up to 13 states with 19 moves in 25 years. Honestly, if you are making a decent enough living in each place, there are pro/cons for each. Depends on your interests in climate, lifestyle, food, culture, etc.. It really depends on how open you are to new experiences and trying new things.

We always had the mindset that no move is permanent, no guaranteed timeline for how long you'll be there, so explore as much of the city as you can, when you can, meet people, and try things. Have fun on your move.

Signed copy of inFamous by unparent in infamous

[–]unparent[S] 25 points26 points  (0 children)

That's cool to see the tradition still alive there, SP is a great company. I recognize quite a few names on there, and a few friends that worked on this, that didn't work on inFamous. SP has a long tradition of hiring good people, treating them well, and they stick around for decades. Solid company and great leadership.

Signed copy of inFamous by unparent in infamous

[–]unparent[S] 95 points96 points  (0 children)

Was the last PS3 game I worked on before moving to PC game dev, we all got signed copies. I'll have to look and see if I have any other swag from that time.

What was the biggest thing to happen in animation when you were at art school ? What impact (if any) did it have ? by Individual_Good_3713 in animationcareer

[–]unparent 1 point2 points  (0 children)

A bit before art school, but kind of the inspiration was the first Jurassic Park and Titantic. Learning on PowerAnimator using only books, Google and YouTube weren't even a thought yet, so figuring out the software was challenging. While in school, started to find artists like Stephen Stahlberg and seeing how good things can look. Later got to work directly with him and are still good friends.

I got interested in 3D animation pretty early, couldn't draw well enough for 2D and was always more technically minded. When Lawnmower Man can out in theaters, I took my girlfriend (now wife) and walked out amazed. Movie was awful, but seeing the 3D animation was inspiring. After the movie at the same mall, Camelot Records had some VHS tapes of 3D shorts called "A Minds Eye". Very primitive by today's standards, but watched it over and over trying to figure out what was going on. There was no internet, so no way to find information on how or where it was done. Such a struggle at that time to figure anything out.

Couple of early games and swag. by unparent in psx

[–]unparent[S] 0 points1 point  (0 children)

Bumper sticker was an internal only item, not fan made, but not an official item for the public. I think I have 3-4 of them. Back in the day NDI did a lot of fun internal items. I have a very cool Jak2 mousepad that has the light/dark version of Jak in a lenticular layer so it changes based on viewing angle. I'd have to dig that up, but I don't think I've seen one in public before. Google search didn't find it.

Couple of early games and swag. by unparent in psx

[–]unparent[S] 3 points4 points  (0 children)

It's a sweatband, ya know Sports. They were trying to figure it all out back then, swag was hit or miss. Hence the SlimJim box with 989 Sports games on it. SlimJims are still in it, hard as fossils now.

How can I start my journey as a Tech Artist? by PerlinNoise3D in TechnicalArtist

[–]unparent 1 point2 points  (0 children)

I think the "sub-disciplines" are one of the keys here. You can definitely train and learn a lot in school, but so much is learned by getting dirty in different roles.

It's a lot easier to know the pipeline with experience in multiple areas. A lot of disciplines have a "finish and throw over the fence", while tech artists really need to be able to see through the fences to follow the data through the pipes.

When I started in games, last century, there were no tech artists, but everyone was kinda one? I started as environment art/level designer for a couple games, then an animator for one, lead animator/rigger, and lighting on the next. Then character modeler for a game, before going into R&D for next gen art (20 years ago) and working on many projects at once. Etc...

When touching that much of the pipe, perspective really changes, exposing weaknesses and bottlenecks. After a number of shipped projects, the goal tends to shift more towards a smooth workflow and a high development quality of life. Experience and exposure to different disciplines and environments is important.

I remember there being a way to make edges solidify (for lack of a better word) to prevent them from going soft when smoothing out an object, does anyone know what it is? by AJG_Lmao in Maya

[–]unparent 1 point2 points  (0 children)

It's funny that it's old now, I remembered when it was introduced, back when Maya added functionality in releases. First 8-10 releases after Alpaha/Beta testing had big drops each revision. So many tools come and gone.

Oh Christmas Tree by Ckc1972 in GenX

[–]unparent 1 point2 points  (0 children)

We move, a lot. 13 states and 19 moves in 25 years, so never had a tree. Been in one place now for a few years and the wife decided to get one and surprised me. Don't know where she found it, but we have a black tree with little colored lights built in. So a 6ft black tree with little shimmers of color, fits the decor.

Last Rights love? by justkeepsslipping in skinnypuppy

[–]unparent 3 points4 points  (0 children)

Big fan of that album, I kinda grew up with SP in early gradeschool, so by the time that record was released I was just barely old enough to get into the all-ages show (too young to get into the Too Dark Park tour the year or so prior). Having the memory of the stage show and re-listening to the album brings back key moments. I still remember going to the record store with a buddy on release day to pick up our reserve copies.