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#1 (permalink) |
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New Member
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Help with Job hunting + Improving areas
Not sure if this is the right section but couldn't find a more appropriate place.
So basically I'm having a hard time finding any full time opportunity as junior 3D artist. I’ve gone through the dos and don’ts in various Websites and Books, DVD tutorials, but these are general and don’t specifically relate to me. I don’t find too many job listings on the web for 3D environment artist here in England and I’ve tried emailing UK games companies directly but never receive any answers. This has been happening for a while now so I been to working on my portfolio but I get depressed and start looking at other opportunities as I really want to earn a living, however UK has a unemployment issue right now so low-skill jobs are pretty hard too (too many applicants per job). So I would be really grateful if you can look at my website portfolio and suggest some things that are holding me back, for example goals and areas I should work on to become a better candidate. Also any tips on networking besides posting on forums such as Polycount? Also should I broaden my skills? Such as learn zBrush, add character and rigging portfolio work etc.? Portfolio: Onur Istek - 3D Environment Artist - blaz3d.com |
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#2 (permalink) |
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Senior Member
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Aye I'm in the same boat as you, I did however receive an reply from Blitz games. They told me that I needed more specificity within my portfolio, that it seemed too random and that it suggested I wasn't capable of filling the duties of a specific role to their expectations.
Your portfolio site looks pretty good, it has a nice uniformed theme to it and the work is easily accessible. I'd remove that buster sword though, can't say it does anything justice. I've also found that posting parts of your process is praised upon, as in showing high res models or sculpts so they can understand how you got from point a to point b. End of the day though I think you simply need to come up with some unique environments, there seems to be a lot of people going down that route and there's a lot of clichéd stuff happening. My two pence. |
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#3 (permalink) |
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Senior Member
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Most of the world has an unemloyment issue at the moment
![]() So I'm no industry veteran and mostly freelance so feel free to ignore what I say: 1. Don't post WiPs. Nobody cares. You want to show your process with texture maps and wireframes etc, but only for completed projects. 2. You need to improve your presentation. I'm glad I clicked through to see your greenhouse stuff because the images of assets and textures are quite good, but the presentation shot doesn't do it any justice. Take some time to get better with UDK materials and lighting. 3. Get rid of the sword. 4. Ultimately, nothing really stands out. Its unfortunate and can be discouraging to be competing in this industry, especially in times of economic fubar. But if you want it badly enough, you'll keep trying - its as simple as that. Keep working on your skills, keep sending out applications. If you want to do environment art, definitely focus on that. Its pretty rare to get notified of rejection - if you hear nothing in two weeks, move on. 5. Good luck! |
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#5 (permalink) |
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Senior Member
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Best to avoid showcasing art test, as having checked your CV and seeing no Gameloft I presume it was a failed art test?
The 1st thing that stands out that needs attention is your unwrapping. The glass used on the Greens house doesn't need to have unique UV's, just a single 128 texture will do for all of it and will have better resolution. The way you strip mapped the frame, low stone wall etc should be made so it's a tileable horizontal strip. You need to show you can maximise your texture usage, know how to maintain resolution with a limited budget. Networking and broadening skill set are things to think about later on, you need to focus on improving your current skill set and portfolio. You've got a decent base skill set which needs to be taken to the next level. I would probably start small and focus on a prop and really push on making it look awesome on all fronts, from modelling, texturing, unwrapping, material definition, presentation, lighting etc. For example you could rework your telescope and make it on par with the speed texturing competition 2: 005 http://www.game-artist.net/forums/speed-texturing-competition-archives/15211-speed-texturing-competition-2-005-telescope-tripod-voting-thread.html In terms of environments you need to produce more interesting ones. look at concept art for inspiration. CONCEPT ART I hope this helps.
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#6 (permalink) |
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Administrator
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There are probably a lot of people having the same difficulties. I am also a freelancer so take my advice with a grain of salt.
To improve the quality of your work you just have to open up the UDK or the cryengine and examine the assets. The modeling and texture work, also check out the design. You should be shooting for that quality. I dont think it would be illegal to use an existing scene's lighting and atmospherics in one of the engines as long as you use the results to push your own stuff. Keep it going.
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Tutorials on Youtube. Portfolio. Game-Artist on Linkedin Getting started for free. |
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#7 (permalink) |
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Forum Leader
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Ain't that the truth!
![]() All really great advice is here. As far as networking goes, there is a " Global Game Jam" coming up in a few weeks, and I'm sure there will be a local jam site there in the UK. Just check the site, and have some fun You'll meet lots of people, experience a full game pipeline, and of course, crazy restrictions and limitations. All in all, it's great real-world experience and looks good on a resume. Above all, try to keep pushing yourself and have fun with it.
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My Portfolio - Looking for Work Game-Artist.Net on Facebook A mind, once stretched by an new idea, never regains its original dimensions.
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