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#2 (permalink) |
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Game-Artist.net Staff
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Hi welcome to the forums
you state your conditions which is good in a way, but it sounds like you are aiming for a well organised and large scale mod, in which case you will not get paid and definetely will not get a spot on the admin team. Its better in my humble opinion to leave the offer open, with no conditions and see what comes along, you can always say no ![]()
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www.benjaminclark.net |
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#3 (permalink) |
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Pixel. Vertex+
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Alch is right, you seem to have a good nack for low poly modelling so a hl1 mod would definitely be a good place to start.
If your looking for paid work i will be honest and say you need to work on your skills some more to get more of a professional quality portfolio.
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#5 (permalink) |
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Game-Artist.net Staff
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I read the post.
believe me I have had bad experiences with mods and professional people in the industry, one very bad one this week infact. All I am saying is that people can, and definetely will be put off by artists making demands. There are a lot more artists than mods, so by making demands you are putting off project/mod leaders who want someone that is easy to work with rather than someone who makes demands In my opinion the reason to work on a MOD is for experience and exposure and to make contacts. Look at WesleyTack on these forums, or Talon, people know them from the mods they work on not for how much they got paid or what their demands are.....that is what I was meaning in my last post so dont be offended I had an open invitation in my profile on a few forums and I am now part of 1 fun mod team and 1 well organised independant developer team thanks to that open post. I am certain neither of these teams would have contacted me if I had listed a bunch of demands
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www.benjaminclark.net Last edited by benclark; 06-25-2007 at 09:41 PM. |
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#6 (permalink) |
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Grumpy Captain Awsome
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All the above posts are very valid.
I don't want to sound very rough about what im going to say but joining a mod(no matter how unorganised it may look) will always help you get better. And i agree with the rest that your models/textures needs a lot of work. The model of the mac10 appears to have a lot of smoothing issues and appears to have some problems on the front. The other models do not show off any of your skills as a modeller since they are basic shapes. Also the way you are presenting your work is not ideal. You might be better of showing it with less weird twists on the camera and with proper lighting. Also if youre meant to texture too you might want to show off your texturemaps. If you are purely going for a modelling position do not put any textures on your models but just make good clay renders and post wireframes! This way you will show others that you have a good understanding of how models are supposed to be build in the most efficient way if possible. Good luck |
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| The Following User Says Thank You to Dennispls For This Useful Post: |
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#7 (permalink) |
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Amateur Artist
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Thanks for the replies. I fully agree with what has been said and i'll have to take out those demands :P then. Also, yeah they are basic shapes but they do show how i UV map the models.
Just want to add this shot as well, it's an in-game screenshot froma a Zombie FPS i'm working on, the zombie is animated to struggle in its position: ![]() |
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