My history as a 3D artist started about 15 years ago when I was attending as a high school internship student in a didactic media production centre, at that time I had my first contact with the 3D world. Since I was a child (with my Atari) always was interested in game development, so, I started to learn how to make video games, or at least that was what I was thinking.
As times goes by, I meet some really interesting people (who became my closest friends) in the high school and faculty with the same interest about 3D. We started a small company called “Animaten” in which we were working making architectural works like: still images, animations and interactive walk thru and so on, nonetheless I always wanted to work with something more related to video games.
Our Professional Opportunity
After some years we had an opportunity to receive training from a game art outsourcing manager that I meet in a CG Forum, he was recruiting 3d artist to train and eventually start a new company, and after several months of training, we started working for him. It was my first time working for a professional video game for game consoles, It was incredible for me because I remembered that child who wanted to work in video games, and then I was there doing what I always wanted.
Once I realized that I’ve fulfilled my dream of being part of a great company, I decided to left the mainstream (working from time to time when needed as a remote artist) to get back to my city and continue with my dream, but now I wanted to be more involved in the whole process, set my own projects, deadlines and goals, in short terms, I wanted to be an independent developer.
I also wanted to help other people who were looking to become 3d artists, and that’s why I started with CGTrain (stands for Computer Graphics Training) a small forum were I train people offering exercises, feedback and comments. And as a independent developer we (from now, 3DMondra and CGtrain) started some game projects in which we ended up with some interesting assets, and decided to offer it in some 3d asset stores.
Now our recent project is to start and manage our own store, in which we hope to be recognized as a good resource point for game developers, by always offering high quality assets, no matter how simple or elaborated they are, and at the same time make the store grow with more assets and resources for indie developers, and also by offering a sell point for more artist.
How do we do?
The process of making an asset involves as follows:
- Define what kind of asset a customer want
- References (pictures, etc)
- High polygon modeling
- Low polygon modeling
- Breakdown UV’s
- Maps (Difuse, pecular, normal)
- Final polish
- Publish in the store
Each development phase is reviewed in order to ensure high quality production.
Our Tools and Work Culture
We believe in the freedom to choose, and in that regard we choose to use this great and well known tools for artists.
- Photoshop CS2
We also keep an eye in the new software for game artist, like Substance Painter and other technology.
And our work culture is really simple: “be as fast and accurate as possible, but do not be in rush“. We might be used to be the as fast as we can, but we think art deserves its time to accomplish the closest to perfection.
My name is Salvador Mata, I’m the founder of CGTrain and I hope you can find either, the game asset you are looking for or a partner to help you to accomplish your projects.
Thank you for coming!