Pixar
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I was looking up the qualifications of getting a job with Pixar and found something interesting...
@unknownuser said:
- Minimum 5 years experience as a designer, sketch artist, or digital painter at Pixar or within a similar production environment.
- Excellent ability to draw and paint.
- Excellent communication skills with the ability to present ideas in a clear, concise manner.
- Ability to work collaboratively in a fast-paced production environment.
- Must be open to direction and able to embrace change.
- Proven ability to lead large scale projects from beginning to end.
- Knowledge of Photoshop, Illustrator and SketchUp preferred.
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Thats interesting, iwonder what they use it for? set design perhaps?
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Without p*ssing on your parade now, I must advise you that thousands upon thousands apply for appointments with Pixar and they have the high ground to pick and choose the best of the best. If indeed you are qualified and lucky enough to be selected you will need to be prepared to start at the bottom doing very boring repetitive work that will test your patience and leave you frustrated.
Good luck with your endeavor and if there is anything I can help with feel free to ask.
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lots more info about getting in here: http://forums.cgsociety.org/showthread.php?f=2&t=637471
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Woah, woah, I'm not saying I was applying (or even thinking about it), I just was curious as to what their qualifications were, being the highly respected company that they are.
On a personal level, I think I'll never be good enough to join they're group of incredibly talented artists; I hope to prove myself wrong one day, though.
Besides, I'm only 16... -
More and more companies use SketchUp for quickly presenting their ideas. Lionhead used it with the new Fable 2
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@remus said:
iwonder
is that apple's next product?
that is interesting, especialy since SU cant make curves. iwonder why they would use it for hi-quality movie making. maybe they just export it to rhino or blender.
the qualifications sheet that Jon posted is suprising to me, especialy sine most of those things apply to me. but hey, why would pixar hire a 14 year old?
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@unknownuser said:
SU cant make curves?
really?@unknownuser said:
why would pixar hire a 14 year old?
If he is the best then why not, unless child labor laws prevent such actions. -
Do you reckon i should take out a trademark on it igor? i reckon its got a bit of a ring to it.
And as for pixar hiring a 14 year old, i imagine they probably wouldnt simply based on a lack of experience (no offense, but i imagine a lot of the people who apply have had many years experience working in CG.) Besides, youd have to have worked solidly form the age of 8/10 to get a decent demo reel together by now!
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yes remus, i would have to agree with you. both on the iWonder and the whole pixar thing.
and solo, SU cant make curves. i thought you would know that. like when you draw an arc, its simply made up of a series of perfectly strait lines arranged in a way so that, from a distance, you eye compounds them into a curve.
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@igor said:
the qualifications sheet that Jon posted is suprising to me, especialy sine most of those things apply to me.
The arrogance of youth.
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@igor said:
the qualifications sheet that Jon posted is suprising to me, especialy sine most of those things apply to me.
No offense, but knowing, even mastering those qualifications isn't good enough. You have to be the best at what you do, and have many qualifications outside the box.
Pixar, being a company of about 600-900 only hires the best people in the world to work for them... if you're anything less than that, you're wasting their time. I'm not saying it isn't worth a try, though .Like someone in the CG talk forum said, "you have to be as good at art (not just 3d) as Kobe is at 3 pointers".
@igor said:
and solo, SU cant make curves. i thought you would know that. like when you draw an arc, its simply made up of a series of perfectly strait lines arranged in a way so that, from a distance, you eye compounds them into a curve.
Well, that's all just basic geometry in every modeling program, but I agree that nurbs (if that's what you're referring to) would be extremely useful in Sketchup . I'm sure our community of incredibly talented ruby scripters will come up with something eventually .
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jon, like you, i was not thinking of applying. thank you for making me and my skills feel inferior though. (sarcasm)
and, although ruby scripers have made scripts to make bezier "curves", they will never be able to make a ruby to make actual curves, like in blender and rhino. SU simply does not work like that. there is absolutly no such thing as a curve in SU. period. just like there are solids modelers and non-solids modelers, there are curves modelers an line modelers. SU is a non-solid line modeler.
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That's true, although I didn't think Sketchup would ever have subsurf capabilities either, until Whaat proved me wrong. If they do ever make nurbs in SU, it might as well be a whole new software... I just wish someone could combine the ease of Sketchup with the capabilities of Rhino (but that's just my ignorant ideology ).
Getting a bit of topic here ; Nothing wrong with that . -
I was under the impression that most charachter modelling was mostly done in poly modellers/subdivision modellers. So in a very loose sense i would say SU is similar to a lot of charachter modelling programs, although it obviously doesnt have the appropriate tools for manipulating meshes in an organic way.
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That position you listed is for an Art Director, and that's a key position. Most work for a long time to get there.
Pixar hires many different types of people with many different skills. In fact I'm teensy bit frustrated with them since they just hired away my concept artist, and now I have to look for a new one. I know plenty of people over there and they are quite talented, and here's what they all have in common; talented, SKILLED, and knowledgeable and passionate in their expertise. Plus, they worked, and worked and worked at their profession of choice.
To paraphrase Ted Elliot (or his writing partner Terry Rossio), "If you work at something long enough you become an expert." Those guys wrote the first Shrek and the Pirates of the Caribbean films.
So do your thing, be good at it, and if you want to get into Pixar understand what they want, find how to become that, and work to be that thing. Looking at their job site is a great start.
If you decide to go that way, go get 'em!
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Oh, and I should add, that everyone that I know that works there, or has worked there are the nicest and most humble people I know. Hands down. It makes me proud to know them.
In contrast to that, I know plenty of people at other similar places (CG shops) and I can't say they same for them (on average).
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