Hey folks.
What it is your thoughts about my chances to move from Ukraine and work as concept artist somewhere else?
Atm moment I work at Blur as contractor and looking for any opportunity
Please review my portfolio and reply http://zxcman.cghub.com/images/
Thanks for your read!
Replies
your work is amazing, wish i was rich then i would bring ya in ASAP
But if i could i so would, your at Blur man that is crazy good.
I don't see why anyone wouldn't, perhaps update the folio and start sending resumes in your cv requesting for relocation with or without assistance your choice, idk how deeps your pocketsiz are precious.
Also I hope I'm not overstepping to ask if you're hoping to make it abroad due to what is happening right now in the Ukraine?
I know visas can be a pain if you go to the US, canada might be an easier bet. UK isnt amazing unless you go to one of the big developers here but getting over here isnt too painful. Not sure on europe but Ive got alot of friends from the UK out and about in amsterdam, sweden, finland, france, Russia etc. So the world is literally your oyster if you want to travel ......aslong as they are hiring
Keep an eye open for Canadian studios though, they're more likely to sponsor visas than US ones.
Yeah,I didn't want this to look like "hey watch at my pics.
Well I just missed point what to do next, so now I'll try to spam my resume and try to move away frome here
And Yes situation here made my pants really wet.
It is 20 km from border with my city.
https://www.youtube.com/watch?v=LVL7gq3CR6o
Oh and also Bioware Montreal. They are always looking as far as I know and your stuff looks like a great fit
super ace work I don't think you should fear not finding a job with your skillset, i just wondered why you call them concepts? rarely do final highres assets to bake down to lowpolies go as far as your concepts do here.
Usually I do not do that final quality of concepts, but the best way to show my skills is to make the image look polished.
http://cghub.com/images/view/828205/ The customer asked me to create a realistic design. it took us few weeks discussing the sketches and other stuff. The model itself do not have UV, topology or any stuff connected with the real production.
My only advice would be to cover all your bases and also show what you can do with quick thumbnails and looser sketches - basically, less polished "concepts", produced faster, presented as a lineup of 6 to 12 variants.
I have the feeling that your current work would be quite well suited for films and cinematics, but *might* be slightly at odds in some game studios. What I mean by that is, a film studio needs to spend a lot of time on preproduction, making sure that the vision of the project is perfectly defined. For that, your work is great, since your use of 3D makes things very accurate. Once these designs are passed to the FX house, everything is well defined, and things can go very smoothly from there. This is how many movies project are being handled these days.
However in a game studio, production turnarounds are likely much faster and you might not have the time to work on such polished 2D/3D hybrid pictures. So , when it comes to finding a job, you might want to also show your skills as a fast 2D artist, since other applicants are likely to have that in their concept art portfolio too. Just imagine the case where your Art Director comes to you and asks : "Hey, we need 6 variants of that guy before 4pm for a meeting". Now in a perfect world this wouldn't happen, and production should be planned better in order to avoid exactly this, and that's a sign of bad planning and indecisive higher ups. But it happens.
Also, and that's a bit of a delicate thing : in game studios, the concept and 3d modeling departments are likely on the same floor. Meaning that some 3D artists might not be thrilled by the fact that a concept artist is "having all the fun" modeling cool characters, while themselves are waiting for every opportunity to do exactly that (especially since in game productions, 3D artists also have a lot of sometimes annoying technical tasks to take care of, taking a lot of time away from the creative work they have been originally hired for in the first place.)
I know it sounds kinda crazy but I have heard of quite a few cases where this kind of situation created friction (or plain misunderstandings) between 3D artists and the concept department. Which is a shame really, but certainly something to keep in mind.
From there I would maybe recommend you to have a few pieces which, while still being 2D/3D hybrids, have more 2D than 3D (with a much rougher 3D base, heavily painted over)
Hope this helps, and good luck ! Really liking your work
I've reviewed my artworks using all your feedback messeges and now I am glad to show you a lot of new stuff. I hope I've chosen the right direction.
link itself: http://art-grizzly.tumblr.com/
Hope you don't mind me pluging that: http://www.artstation.com/artist/zxcman
You say you're a concept artist? I'd say you could be whatever you want with your skills: character artist, hard surface modeler, concept artist. All of it. Your focus appears to be hard surface mechanical things, there's a huge market for that. You're going to be fine man, hang in there.
i'd hire you right away, if i had the right job. Which i don't at the moment. But i dunno if it would be a waste fo ressources or not. usually we get concepts and turn them into 3d game models and thats something i don't see in your work. All the stuff you left out needs to be done for the final product, topology, uvs, baking, texturing etc.
He had a sweet ass breakdown for his paratrooper guy It actually inspired me to make my AUAF guy.
I can't believe you're having trouble finding work dude. GL though!!!