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000405_owner-lightwave-l _Thu Aug 11 10:58:25 1994.msg
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Received: by mail2.netcom.com (8.6.8.1/Netcom) id KAA03048; Thu, 11 Aug 1994 10:03:56 -0700
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From: Mr Dl Jarvis <dljar1@giaeb.cc.monash.edu.au>
Subject: Re: Computer Graphics Career
To: lightwave-l@netcom.com
Date: Fri, 12 Aug 94 3:01:01 EST
In-Reply-To: <Pine.3.89.9408101719.A6951-0100000@r-node.io.org>; from "Glen Mead" at Aug 10, 94 5:51 pm
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> As the subject suggests, I would like to get into computer graphics and
> animation as a career. My problem is that there is little or no courses
> Does anybody have any suggestions on how I might get into this line of
> work? I don't know where to start so any help would be greatly
> appreciated. Thanks.
Since Perry has already covered the 3D aspect of computer art, I'll
add a bit about 2D art.
There's basically two uses of 2D computer art - television and games.
I don't know which you were interested in, so I'll mention both.
Television art depends mainly on design, and the combination of
pictures. An Amiga running Dpain(t)/Brilliance is probably not enough
to really understand the concepts here, so a copy of TVPaint might be
the go. I'm not sure how HAM8 would go as far as broadcast quailty
goes, but it is a very good start until you have 24bit gfx.
Game art on the other hand is ideally suited to Brilliance (Dpaint is
way behind now). A good understanding of all the techniques used is
almost vital these days (gfx standards have skyrocketed lately), and
a good source of study material is 'demo scene' art. An archive of
which can be found at:
ftp.ee.pdx.edu /pub/amiga/demo/gfx
As strange as it sounds when it comes to 'art', I find that studying
other peoples pictures is a great way to learn the concepts.
I personally think it's a 'state of mind' more than anything else.
Once you can "see" how to approach things in your head, then they
flow a lot faster onto the screen.
Row.
Sumaleth Productions.