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2D artist but 3D questions

Sunseaker
polycounter lvl 4
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Sunseaker polycounter lvl 4
Hey guys. I'm a 2D artist and have done some handpainted textures (that the 3D modeller unwrapped for me) and played with Sculptris and Sketchup a bit in my spare time. I'v heard smaller studios like it if you can show 2D and 3D skills but unless I can unwrap things and and make low-poly stuff I'm pretty useless, I'm defo not a 3D artist. Is it worth including a few amateur models in my portfolio to show I'm at least interested in 3D or are they not relevant/good enough?

I suppose its also worth asking if there is any 3D software that I could learn fairly easily just to unwrap/texture stuff? Everyone seems to recommend Blender but it has the most user-unfriendly interface of any software I'v ever used. This needs smoother lines and a tail fix but I figured I would ask before I spend more time on it. Also if I were to include any 3D would this be an acceptable layout for a portfolio? Thanks in advance and I hope this is not in the wrong place or too daft.

tumblr_nb3dhzSLWd1rv1c0wo1_500.jpg

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  • Sunseaker
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    Sunseaker polycounter lvl 4
    Cheap bump but I really would like your opinions on whether it's a good idea to include some basic 3D in a 2D games portfolio to show willing, or if I should spend a few months buying and learning pro level stuff before including anything. I don't mean to be annoying I just don't know any 3D artists at all to ask for advice, and all my illustrator friends think anything 3D is super cool.
  • iadagraca
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    iadagraca polycounter lvl 5
    While I'm not sure how effective it is for jobs. I've been primarily a 2d artist for a while.

    I think it's a good to have 3d skills.

    And low poly modeling with hand painted textures is really fun. They're easy to unwrap, and decent for painting in Photoshop cc.

    Plus I've seen a lot of artist use 3d for complex or visualization or lighting tests which I do in occasions.


    So I'd say learn it anyway, just spend some time in Blender and paint all the details on the models. You don't need to worry about learning lighting and stuff to make a well modeled and we'll textured character.

    And yeah I think that layout is good.
  • Isaiah Sherman
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    Isaiah Sherman polycounter lvl 14
    If it ain't jaw-dropping awesome, don't put it in your folio. Regardless of the medium.
  • ZacD
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    ZacD ngon master
    Sketchup is worth listing in your resume, though. If you do a concept over a sketchup blockout, it might be worth showing.
  • DireWolf
    Lots of traditional artists are creating real impressive stuff in Zbrush.
  • Sunseaker
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    Sunseaker polycounter lvl 4
    Thanks for the info guys. I use Sketchup to work out complicated lighting sometimes but I'd not thought to do a full paintover. I will also spend today trying a few low poly things and textures and see if I can manage to stumble around Blenders interface. I don't think I will include anything high-poly because I can't texture it properly so it's definitely not going to be jaw-dropping awesome.

    Thanks again, I appreciate your input, it's helped me sort out a plan :)
  • iconoplast
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    iconoplast polycounter lvl 13
    You can also put in the textures you've done for other models. Just make sure to state clearly that you only did the texture and give credit to whoever made the model and you're fine.
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