3-D modeling and Programming
This is one you probably don't see too often on websites about working at home.
Usually work-at-home websites are all about scams right? Well this one isn't. I have a genuine interest in this lifestyle and the philosophy of multiple streams of low-effort income.
So here is yet another option: 3-D modeling and programming. What? Surprised? Why? Because it's a legitimate career and not some get-rich-quick scheme? Exactly. Working at home can consist of a respectable career, not just being a middle man or con-artist.
A 3-D modeler, character modeler, animator, etc, is someone who creates the cool creatures and objects you see in everything from video games like Halo, Operation Flashpoint, rFactor and Battlefield 2, to epic digital art, to those new computery-looking 3-D cartoon movies like Cars, A Bug's Life, Finding Nemo, etc.
A programmer basically creates the structure of a computer application/program. Everything you do on a computer has some computer-language gibberish going on at warp speed behind it. And basically as a programmer that's what you'll learn to do; talk to computers in a language cross-bred between human and computer. Most programming languages contain words in human languages surrounded by various text patterns and symbols to allow the computer to only comprehend it one way, since computers lack the logical ability to 'fill in the blanks' and assume what you mean. A programmer in say, a video game, makes everything work together. The character models interaction with their environment and which images to prompt at what times, what button being clicked directs where? etc. On the more complex level, programming can in itself be used to develop algorithms for AI (artificial intelligence) in the design of computer hardware itself, or in the field of robotics. Cool huh?
So do you have to go to school for this? Yes and no.
Most four-year colleges offer valuable courses in this field, but nowadays specialized digital art institutes and computer science institutes do as well. Schools like DeVry, DigiPen, Flashpoint Academy, Westwood, Games Academy, and many, many more all offer courses specifically related to these careers. You can even learn to program or model at home via online courses.
The option of teaching yourself is also there. You will learn slower this way, since you won't be able to just ask somebody a question, but instead have to manually look it up in your books and resources, essentially functioning as the teacher and student at the same time. But hey, if you enjoy learning by yourself or are just an anti-social weirdo like me, that can work.
The majority of both career's employees are regular office workers (gross!), but a large number are also working at home or even doing freelance work on their own schedule.
This post will focus on 3-D modeling.
Most of what you do as a 3-D modeler or animator will consist of staring at a screen like this:
Slaving away making video game and cartoon characters while your friends are out doing fun stuff like construction in 120 degree weather, and selling insurance.
If you want to take the learning method, google up some schools. First decide whether you want hands-on, in-person classes or an online course. Usually, the school will provide you with one or more of the learning or full versions of top modeling software and the class will focus on teaching you how to use that. Once you are "qualified" in this/these program(s), you can start looking for employers who need somebody capable with them. Usually if a studio is seeking a 3-D modeler, the first things they address are 1. which program you need to know 2. whether you need to work in their studio and of course, if so, where they are located.
The main programs schools will teach you to be familiar with are 3Ds Max, Maya, LightWave, and Houdini. There are a handful of others as well. 3ds Max and Maya are usually considered to have set the standard and are in the highest demand. However keep in mind, even though more employers are seeking people with experience in the biggest, most popular softwares and formats, those are also what 90% of the employees school are churning out are trained in. A studio which uses a smaller, specialized program may be having trouble finding anyone familiar with it and that could be a path to working on your terms for good pay.
If you choose the self-taught route, my suggestion of how to go about it is actually much more direct.
You CAN learn 3ds Max etc, via 30 day trial versions included with tutorial booklets. 3ds max and Maya each cost several thousands of dollars so unless you're already independently wealthy (why the heck would you be on my site then?), or 100% positive you want to make this your career permanently, I don't suggest learning with the full versions with that sort of initial investment risk.
Now, your main reason for wanting to learn 3ds Max or Maya would be those are what employers are looking for, right? Wrong. Employers looking for somebody who know show to use a specific program will be wanting somebody with a certificate or a degree in the first place, so if you're self-taught and don't have a best friend or uncle in the company, forget it!
However, as a freelance, what program you use to develop your models won't matter quite as much. The quality of these models will.
Blender is a free (yes, absolutely FREE) 3-D modeling studio available HERE.
Tony Mullen has written a helpful book on learning Blender yourself, including a CD with Blender and several other open-source (free) animation, image editing, and sound editing programs, plus as a bonus some samples of what users have done with Blender in the past: Introducing Character Animation with Blender.
So Blender is free, you can make the same stuff with it as you can with the programs that cost as much as a car, and it's constantly growing and being updated. Why doesn't everyone use it?
1. Many 3-D modelers simply are used to their programs of choice. Let's not forget, even if theres a bit of math and a LOT of computer-assistance going on, this job is still essentially an artist. What somebody is comfortable with using after years can make all the difference in the world.
2. Cost isn't always a huge issue for the artist. If you work for a studio, it's pretty much default that they purchase the software they want you to use.
3. Blender is free. It is nature to assume free=mediocre. There is SOME truth to this as early on, Blender lacked many of the tools the larger programs did, but it's constant non-linear growth and vast library of plugins and addons has really put it right up there with them now.
4. Format compatibility. A game which has been developed all around using 3dx max format models and files is not going to switch mid way to Blender. Especially since chances are they already have 3ds max. (duh).
Other than that, it's just a matter of personal preference. The debate as to which "rules", 3ds max, maya, lightwave, houdini, blender, etc will most likely not end any time soon. They are artists after all.
So how do you work at home or do freelance with this stuff?
Two main options.
1. Finding a studio who is willing to communicate via email and develop over the internet (the product you're making only exists in virtual reality anyway, so sometimes this is really not that big of a disadvantage and saves the studio money on a building and salary),
and 2. selling your art by the model, making what you want when you want and putting it up for sale on your website or the numerous model-selling services online like www. turbosquid. com.. perhaps with occasional pre-paid requests for you to create one of two models for a studio currently lacking a modeler for a small project or update, but not quite in need of a full-time employee.