Hi Guys, a year ago I quit my job and used my savings and time to learn everything I can about the 3d world. I think I'm ready for a job but being in Sydney, Australia there aren't many/any opportunities here to work for a video game company. My current train of thought is to apply for all the jobs I can online but also get a 2 year Canadian work holiday visa and try to get some work over there. It would absolutely help me if you could provide some advice on how to move forward or some critique on my artwork...no need to be gentle
I would be looking for work as a modeler/texture (Environment, props, hardsurface\weapons) not too picky just want to get my foot in the door.
Polycount and all it's users have been integral to my learning and I hope to give back in the future.
Here is some of my work, there is more at my artstation https://www.artstation.com/artist/seanpuller
Replies
Edit: Also, dont have your artstation link cover the entire picture of the artwork your trying to display. I only use my name in the picture.
I 100% agree I should specialize and create more props.
Do you think it hurts my portfolio to have the other stuff in there?
I agree with you the sig is the best model, my focus with that model was to use the marmoset online viewer and after it compresses down the textures the normal map suffered, my solution was to splut the uv's .
The artstation link is only on the stuff I put on polycount, the sticky in 'Looking for Work' said to do it so the image can be traced back to you.
Thank you very much for the feedback
Only pieces that are worth keeping are the Sig, Wood stump, and hydra, and... maybe the Wood floor + fan cobblestone.
Shibuya South Exit Environment UE4
UE4 Sci-Fi Alley Scene
Japanese Vending Machine
Sig Sauer P320
Ruger GP100
DoubleStar Hydra Fang
Crawford Thunder Strike Neck Knife
Knife display in stump
Tree Stump
Materials:
Overall you need to spend more time, pay more attention to detail, spend more time emulating AAA tier artists, and use reference!
From here, Focus on one "Hero Prop" and add a shit ton off detail and attention to the piece. Focus on every little aspect. Renders are just as important as your piece. Always post multiple renders for your low poly, high poly and a wireframe of the low. Post textures. Do not render with a black background.
We all hate to see our art critiqued in some fashion. We just have to keep pumping new work and get better/faster!
Asking for advice and critiques put you one step ahead of others.
Keep at it.
I appreciate your honesty.
My focus recently has been trying to get a lot up on Artstation, and your right I have been rushing a lot of stuff.
It seems less is more, I would love to know how many pieces other people had before they got a job
Also thank you for taking the time to look through my stuff
I think these guys have given you some solid critique. I'll instead offer some solid resources.
For some artistic concepts I recommend Andrew Price's tutorials/lectures. They are sort of geared for blender but the values in the first parts of the videos really hold up in any medium including game art. Here are some solid ones:
https://www.youtube.com/watch?v=7o0PauhFQyo
https://www.youtube.com/watch?v=Qj1FK8n7WgY
https://www.youtube.com/watch?v=O8i7OKbWmRM
You might know some of this or it may not help you, but I tend to find understanding at least a few artistic fundamentals helps a lot in the long run.
I find for motivation this podcast is great! Has great advice for game art portfolios and tips too
https://www.youtube.com/watch?v=y_s5n7IUMB8
Hope this helps mabye?!?! I am by no means an expert and still super new, good luck!
Fixed the link for the podcast, its great to have in the background while working.
This might help as well: https://www.gnomon.edu/blog/10-killer-tips-for-landing-a-job-with-a-aaa-game-developer
Good luck!
When I finished college a few years ago, I was with a lot of people of various talent at the time. I believe we were roughly 30 finishing students. In the first six months, A little bit less than a third scored a job - from which only two ended-up in a AAA company. Fast-forward a year and a half later, 20 people have a job in the industry doing what they love. Quite a few ended-up in AAA companies.
Now, the difference between those 10 additional people who scored a job versus the 10 others who did not (or swapped domain) was that they kept working on making their work better. You coming here and asking for feedback is exactly what you should be doing and is proof of someone who wants to move forward.
Don't give up - you have talent and potential. Read a lot of tutorials, buy books, listen to tutorials on youtube, take a look at what other people do.
Good luck in your future endeavor!
Wolf1
http://www.marmoset.co/toolbag/learn/pbr-practice
https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit
http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/
Allegorithmic's Youtube playlists (paste into address bar): youtube.com/user/Allegorithmic/playlists
http://www.artisaverb.info/PBT.html
https://www.youtube.com/watch?v=Tt30zzBQb3w
https://www.youtube.com/watch?v=LNwMJeWFr0U
Thanks again 3dReaper, I have seen a few of those but some are new and contain great info/examples
I've been spending the last 2 days playing around with the modeling techniques Red Storm used for The Division (Maya to Zbrush with heavy use of Dynamesh), when i'm done with this I plan to revisit and revamp my previous stuff.
Remington 700 with MDT TAC21 chassis system WIP
Thanks Millenia, your 100% right, however the best part about this workflow is I can use the polish sliders (mostly Polish Crisp Edges) and that will soften the edges in a matter of seconds and I can dial it to whatever I want
Looking through Ben Bolton's stuff it looks like he follows a similar approach and you might already know this, in which case a agree and I learned it from some of my earlier models which I sub-d modelled and was a bummer when all of the numerous bevels weren't big enough for a good bake