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Question about getting a job in the industry as an Environment Artist

loggie24
polycounter lvl 3
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loggie24 polycounter lvl 3
Hi. I have been doing art for quite a long time now, but lately i have had quite a change in "workflow" in a way. I'v almost completely switched to photogrammetry to create my scenes/assets. I don't do much hand work but rather focus on creating as realistic results as possible. Now i know that photogrammetry is not a usual sight in games these days, even if it's getting more common.

I do believe it's the future of art creation for a lot realistic titles, but the main question that i keep asking myself is; i want a job in 4-5 months, but since a lot of studios still haven't adapted the technique i currently use, i feel that my scenes will be useless unless i get picked up by someone who uses photogrammetry which in other words would drastically reduce the chance of me getting a job.

This has been a really irritable topic i can't get off my mind. Any insight/tips would be super appreciated!

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  • Dazz3r
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    Dazz3r polycounter lvl 12
    Post your results, if your work looks good and its not too expensive, studios will be interested. 
  • MagicSugar
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    MagicSugar polycounter lvl 10
    loggie24 said: i feel that my scenes will be useless unless i get picked up by someone who uses photogrammetry which in other words would drastically reduce the chance of me getting a job.
    You could be the guy that introduces your workflow to a team unfamiliar witth it.  You could use your unique skillset to leverage your qualifications.  This is something you'd pitch big time in interviews.

    If you're okay to adapt yourself to a team's workflow, it shouldn't be a cause of concern.  If you're hard ass about it...meaning you're picky who or where you want to work...well, I think you're adding undue handicap on yourself as far as getting hired soon.
  • loggie24
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    loggie24 polycounter lvl 3
    loggie24 said: i feel that my scenes will be useless unless i get picked up by someone who uses photogrammetry which in other words would drastically reduce the chance of me getting a job.
    You could be the guy that introduces your workflow to a team unfamiliar witth it.  You could use your unique skillset to leverage your qualifications.  This is something you'd pitch big time in interviews.

    If you're okay to adapt yourself to a team's workflow, it shouldn't be a cause of concern.  If you're hard ass about it...meaning you're picky who or where you want to work...well, I think you're adding undue handicap on yourself as far as getting hired soon.
    Not really a hard ass, i would honestly take any job as the first since i value experience more than getting to work at the worlds best studio. I am obviously willing to adapt and i do have a lot experience within more traditional art methods. Short way of saying this would be that i'l do anything to get my foot in the door ^^
  • Meloncov
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    Meloncov greentooth
    If every piece in your portfolio is photogrammetry based, that's probably going to hold you back. Even studios that use photogrammetry very heavily probably want to see you have a solid grasp of traditional modeling and texturing. But having some photogrammetry is probably going to be seen as a plus by any studio with a realistic art style, even if they're not currently using photogrammetry in their pipeline.
  • Steppenwolf
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    Steppenwolf polycounter lvl 15
    loggie24 said:
    I do believe it's the future of art creation for a lot realistic titles, but the main question that i keep asking myself is; i want a job in 4-5 months, but since a lot of studios still haven't adapted the technique i currently use, i feel that my scenes will be useless unless i get picked up by someone who uses photogrammetry which in other words would drastically reduce the chance of me getting a job.

    This has been a really irritable topic i can't get off my mind. Any insight/tips would be super appreciated!
    Ther's some considerable downsides to photogrammetry. Things need to exist, you have to scout, find, buy, borrow objects etc. Imo procedural tools will become ever more prevalent and be the future. But ther's definitely a niche that intersects with both which you can try to fill. So maybe shake things up with Substance, Speedtree, Houdini for your scenes. For instance ther's an interesting video on the Allegorithmic youtube channel where an Ubisoft artist demonstrates how they shuffled and mixed scanned surfaces with Substance Designer. If you can expand your skillset in that direction it would certainly be valuable for a lot of studios even if you don't do traditional art.
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