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last update: 04.01.2008 | ||
WORKING WITH BLENDER & EARNING MONEY |
This is an article I wanted to write
since a long time. There are more and more people today who use blender
in their professional activity, and consequently earn money with it.
There are also many people who falled in love with blender, and who
would like to make a living of it. So I thought maybe the second group
can benefit a bit of the experience of the first one... I work today as a freelance architect, and all the 3D work I do for myself and for others is made with blender. This took time, I worked many years in several architecture offices before now, with other 3D software too. But there are some unique things in blender that make your whole professional approach very different than when using conventional software. I'll try to make a general picture of what I've seen until now. Of course, this all is my own personnal point of view, and probably many of you will have a different one. If you think something I write is very wrong, I would be grateful to know... And if you have any comment on this, please drop me a line on my guestblog... |
1. Disclaimer |
Don't worry, this is not a standard legal disclaimer,
just a reminder of something that might seem obvious, but that is very
important to know before starting: blender doesn't help you to earn money.
It doesn't do anything for you, doesn't do anything better than other
software, neither will be the culprit if anything doesn't work the way
you want. Blender is only a tool for artists. Who makes money is the
artist, not the tool. Blender can help you with many things but not
with earning money. So, before starting, you must know if you want to earn money as an artist, or if you want to try. Nobody knows if he/she can work as an artist before trying, so don't worry too much if you are not sure if you can. Just keep in mind that things maybe won't work as you expected. And if you are very, very unsure, why not prepare a plan B, in case things go wrong, and allow you a time to try? Earning money with blender is not easy. You won't get any job because of blender (at least at the time I'm writing this). But there are many things you can do to try. And there are more and more people who succeeded. And what could be nicer than earning a living with something you like to do? So, enough hesitation, let's try. |
2. Choose your team |
So, we all know blender, we love it, and we can use it fairly well. What's next? First you must know what will be your hunting field. Blender is a tool for producing artwork, not anything else (at least at the moment). So what you will be doing with blender is producing artwork, in the form of computer graphics. But we know that there are many categories on the professional computer graphics scene, and they are usually quite well separated. I'll list below a couple of well-known of those categories, that can use blender artwork, and that could pay someone like you for doing it. If you like RPG, think of these as classes, you should pick at least one (multi-classes is allowed too :)
To
do architecture visualization requires a bit of knowledge
of what architecture is. For that reason, usually many people who do
that are architects themselves (It is what I do too). But nothing
prevents you from doing it without being architect. You must just know
that you'll need to learn quite a bit over the subject, but it is
something you can learn while training. You will also need to develop a
good sensibility to photography matters, like materials, light or
atmosphere.
To
do graphic design is generally not difficult technically, but there are
so many different specialties and techniques that you must almost
relearn everything everytime you do something different. I think what
you need above all here is being someone flexible and adaptable. You'll
need to change the way you do things often, cope with many different
people, and respond quickly to problems.
The
big point of working in the game industry is experience. And the good
point of it is that there are plenty of ways to train your game design
skills. Start
building levels for your favorite game, join an open-source game
project, or even make your own demos. But the path that leads to the
game industry is most of the time slow and gradual, so you must be
prepared to climb all the steps.
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3. Your starting level |
Okay,
this is a very resumed vision of the CG world, there are certainly many
more uses to CG artwork than that.,but these are the ones I know a
little bit of. If you have things to add to the list, let me know! In all of those categories, though, one thing you'll need everywhere is talent in doing your artwork. Usually, people get nervous when they think about talent, they think of it as a gift you receive at birth. But talent is something you can learn. Creativity is something that can be trained. It needs hard work, though, which means that if you are not well motivated, there are chances that you will loose courage when you'll see the inevitable enormous amount of bad work that you'll produce. You'll probably think you'll never succeed. And you might desist. So be prepared to bear that, you will certainly produce very bad work, MUCH very bad work, but you need to pass through that, and if this is really what you want, you will keep going, and one day you'll look at your work and think "damn, this is VERY good". And that day, you'll see that other people have the same opinion, and that day you'll be able to gain money. Maybe you are there already? How can you know? Well, show your work around, and by the replies you get, you'll know quickly what people think. Of course with artistic matters, the opinion of others is a delicate thing: Your own opinion is always what imports most. What if they are not the same? Well, there is no receipe. Listen to yourself, listen to the others, and you will know when your work is already good enough. If not, no worries, go back training, and sooner or later it'll be your time. |