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Failed art test-Technical Question

Hey all,

I recently applied to a startup studio as a character artist. The studio consists of many modders of the elder scrolls games who I have worked with/spoken with in the past. Unfortunately, the man who is the art director and I have had issues in the past, when I attempted to give him critique, and has since seemed to try and persecute me (though, I enjoyed being a part of the community and simply tread those waters with care instead of reporting him to his superiors)

I was not given a time frame, nor concept artwork to model from, but I concretely had, from the date my computer arrived in the mail, to the time they reviewed the art test (est. 1 week). I spent my time studying up on the anatomy and possible topology of the character, spoke with them about the art style and budget, the engine they were working with, etc.

I worked on my art test for four days straight (till the midnight prior to art test review) and came up with something I was very proud of given the time frame.

I'm rambling, apologies. the predicament.

My biggest worry was deformation, so I (with my limited knowledge) tested the deformation on a very rudimentary rig built around individual areas (arms, legs, head and neck, etc). All was well, I exported, packed, and sent out my renders, texture presentation, and files for dissection.

I received a response later on telling me that while my work was impressive, they could not use me due to the fact that my model was "broken" and "unsalvageable". Needless to say, I was upset, especially when the animation reel was released the next week and I saw the piece that was used instead of mine.

I was appalled at the differences and became angry, so I did another test with the file I sent them to try and justify not being hired. I built a whole rig and spent quite a bit of time on it. Some of the vertexes just would not grab, no matter what I did, there were areas that would not be held by rigging despite my efforts.

Is this on my end, or is this somehow a file corruption on export? The original 3ds file deformed just fine. Did I miss an art test due to a technicality?

Forgot to mention, the delivered file was a .obj exported from 3ds max. The topology wasn't great (first time modeling a quadrupedal creature), but deformed well enough for the purposes of posing.

Replies

  • Eric Chadwick
    What software did you make it in, and what file format did you export to? The .3ds file format, if that's what you used, has some serious limitations which could have been what you hit.

    Best thing is just to move on. It sounds like the relationship with the AD wasn't good to begin with anyhow. There are other opportunities out there.
  • TheWildHunt
    Hey man, thanks for the response.

    I initially made my block out sculpt in Sculptris, exported the file, popped into zbrush, dynameshed it and finished up the sculpt, retopo'd in max. Eventually exported from max as .obj

    They're hiring again early october and was told to try again than, but I am terrified at the thought of this happening again.
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    the man who is the art director and I have had issues in the past, when I attempted to give him critique, and has since seemed to try and persecute me

    Yeah, it sounds like you dodged a bullet. Just keep on truckin'
  • Eric Chadwick
    Find out what software they're viewing the art test in. Export/save to that format, and test in that software.
  • TheWildHunt
    Yeah, it sounds like you dodged a bullet. Just keep on truckin'

    Dodge the bullet, or attempt a second art test?

    This will be my first industry job if I can land it a second time, and I've been working on my portfolio like mad to land a job...
  • pior
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    pior grand marshal polycounter
    I received a response later on telling me that while my work was impressive, they could not use me due to the fact that my model was "broken" and "unsalvageable".

    Sounds to me that whoever wrote this reply is in no way involved with the game team and is certainly not the person making the call on applications. No professional would say that a model is "broken" and pass on an art test because of that. More like, "hey, your file is corrupted, could you send it again ?"

    And of course you have to ask them what they will be viewing the asset with, to check it out by yourself. On the other hand ... they really should have provided that information in the first place. By all means, this doesn't make that studio seem like a very professional place to work at !!
  • TheWildHunt
    The person giving the responses is the owner of the company, he doesn't have much experience in the art department so he sent the file to "the artists" which consists of three people, excluding the AD, who is the "most talented". The owner was rooting for me.

    (I'll attach a comparison of my render and the final model they used)
    6ksx.jpg

    I also believe that the concept art that I drew up, was circulated to the other artists as a basis for the art test, as demonstrated in the similarities between the two pieces.

    I do agree, I thought to myself, if something is that broken, that is cannot be used whatsoever, yet, you are aware of the artists abilities, why assume to such an extent instead of delaying the hiring process another day to clarify the issue?
  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    Dodge the bullet, or attempt a second art test?

    This will be my first industry job if I can land it a second time, and I've been working on my portfolio like mad to land a job...

    It sounds like you dodged a toxic work environment. You said the art director actively dislikes you and tries to sabotage you? He's your boss!

    Try to get in at established studios, startups are very risky and you need an experienced eye to see the warning signs.
  • TheWildHunt
    I'm still unsure how to do that, I only have one piece in my portfolio at the moment. I'm working on a pack of six characters in the same theme to release as mod after being put in my portfolio. I'm aiming for Bethesda, since I have never had a computer powerful enough to really sit down and learn cry engine or udk...
  • pior
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    pior grand marshal polycounter
    The one on the left does seem to have technical problems - the shading seems to indicate that there is something wrong with the normals. The one on the right has a fuller, more fluffy look to it and looks cuter (that is to say : appropriate for a semi-realistic kind of setting.)

    But anyways, as Justin said, it seems like toxic place to work at in the end.
  • TheWildHunt
    Hey pior, thanks for the response.

    Yes, my model did have quite a few problems, including a few edge loops that should have ran in other directions, I did not do an exploded bake which resulted in quite a few baking errors, among others. I was in a rush to complete the test due to having less than half the time of other artists, and did not feel I could do my best work. I am unsure of whether or not to include this piece in my portfolio due to its rushed nature, or whether or not to take the time and redo it, despite the irrelevance to my portfolio...
  • Joopson
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    Joopson quad damage
    Oh God, yours is miles ahead of the other model.
    [EDIT:] If you ask me.
    {Another Edit:] And I definitely don't see anything "Unsalvageable" about it. At least not immediately obvious. I mean, this is 3D; most things are pretty salvageable.
  • Kwramm
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    Kwramm interpolator
    pior wrote: »
    Sounds to me that whoever wrote this reply is in no way involved with the game team and is certainly not the person making the call on applications. No professional would say that a model is "broken" and pass on an art test because of that. More like, "hey, your file is corrupted, could you send it again ?"

    And of course you have to ask them what they will be viewing the asset with, to check it out by yourself. On the other hand ... they really should have provided that information in the first place. By all means, this doesn't make that studio seem like a very professional place to work at !!

    +1 totally agree, sounds like an odd reply. If you don't have a good relationship with the AD anyway, forget about it, that's probably not gonna be a fun place to work at.
  • Jason Young
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    Jason Young polycounter lvl 16
    Looking at their site, it doesn't strike me as a legit company. Was this art test for an unpaid "job"?

    Justin made some good points. Keep working hard on your portfolio and you'll eventually land something.
  • TheWildHunt
    The art test was for a full time "post launch compensation" model gig, though I was approached about my freelance rates.
  • chrisradsby
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    chrisradsby polycounter lvl 15
    The art test was for a full time "post launch compensation" model gig, though I was approached about my freelance rates.

    Don't go for that man. It's usually BS. You're better off spending your time working on your portfolio than doing stuff like that, don't waste your precious time.

    The exact same deal happened to me when I started doing 3d for games, Me and a friend helped a "startup company" with the same kind of promises, I worked with them for a month before realizing that it would never go anywhere. He on the other hand stuck with them and kept trying hard. He stuck with them for 2 years, with nothing to show , it never went anywhere while by then I already had 1 - 1½ years of industry experience.

    So no, don't do it. It's not worth it. If you wanna join a mod-team , join one that are very serious about what they're doing but don't limit you in any way. It should be a healthy and fun experience. :thumbup:
  • TheWildHunt
    Honestly,

    My number one studio to work at, is Bethesda Game Studios, I first decided I wanted to be a character artist slightly before the release of Oblivion and spent most of my time modding it, working for various bethblog featured art teams. I never released any mods myself, due to my lack of actual modding skill, all I've ever been good at was the art aspect. I've spent the last five years honing my skill strictly in the gamebryo engine due to hardware limitations (even those games ran at under 25fps).

    I've never had a website prior to this, nor the technical know-how to really do any render setups, and now I'm working day and night to build a portfolio that's worth looking at. My father forced me to turn in a hodge podge of screenshots from oblivion to bethesda as a portfolio, I didn't even get a response. Not that I expected one given what I turned in.

    Fortunately, I am determined, this is what I will spend my life doing, and I will enjoy most of it. Unfortunately, this leads me to desperately lunge at just about any job opening that isn't from a "AAA" studio, but that's mostly due to feelings of inadequacy.
  • passerby
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    passerby polycounter lvl 12
    just no, should only work with post launch compensation, if it is your own game your making, and even than you should be working to find investors, to get money to both pay yourself, and get some staff or freelance done.
  • MrTwoVideoCards
    If you really want to work for a startup that makes those kinds promises then you must secure the idea of you signing a contract legally stating they will pay you, or owe you via a specific milestone/goal being met. In most cases, like some have said already, it's a pretty risky thing in general.

    It's much better to go for a startup that at least has some form of funding behind it, or something that you know can at least pay you for your time
  • passerby
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    passerby polycounter lvl 12
    If you really want to work for a startup that makes those kinds promises then you must secure the idea of you signing a contract legally stating they will pay you, or owe you via a specific milestone/goal being met. In most cases, like some have said already, it's a pretty risky thing in general.

    It's much better to go for a startup that at least has some form of funding behind it, or something that you know can at least pay you for your time

    even if they stick to there word, which most intend to do, it is still a huge risk. Very good chance they will go bust before release, and you dont get shit for the work done.
  • Jason Young
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    Jason Young polycounter lvl 16
    Yeah, there's an inherent risk with startups, but we're talking "real" startups that have financial backing and can employ people legitimately. This situation appears to be a bunch of modder friends looking to try and start a company. Which is totally cool, but if you don't have a real personal investment in the project, then it's typically not worth spending time on. Not to rag on it too much since I'm not a great animator, but their animation test is about all I need to see to know that project isn't headed in a good direction.

    I feel you're better off focusing on your own portfolio work to make sure you're doing stuff that is at the quality it needs to be to get to a more established studio. You know what type of stuff Bethesda does, so if that's your ultimate goal you can focus the content towards the work they do. They do more realistic work, so your portfolio would be useful to apply to many other studios as well. You've got skills, just need to keep pushing and adding more quality pieces. You'll get there eventually. :)
  • TheWildHunt
    The studio in question here is made up of 90% modders from the website "TESAlliance", which is home to many awesome modders for the elderscrolls games, but has a tendency to deify certain members (the AD in question) and turn newcomers into outsiders. They come from a community with very few skilled animators (hence the lack of 100% custom creature mods for those games). Most of the very talented members of the communities for those games that I am in, are technical fellas, doing most of the impressive work behind the scene, with a few talented world builders, and even fewer 3d artists. Millenia and I are two of very few that bother with a high to low poly workflow, though it seems on the rise with the inception of Skyrim and its world space normals for characters seeming to force the community to adapt to a new workflow just to add custom character skins.
  • sprunghunt
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    sprunghunt polycounter
    an art test for a job that's essentially unpaid? that's pretty terrible.
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