I was wondering if you model weapons with all interiors would it give any value to your portfolio to those people who do evaluation in a game company? I fully understand it makes no sense to do it for game art but I think it is a nice detail and you can do a nice presentation with it.
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Like actual gun companies or gun designers. I've seen marketing from both that involve 3D models of guns being taking apart and reassembled to show how they fully work.
Although I would still do it as an act of tech prowess. If someone asked you if you could model the inside of any object and required proof, you would have something that aligns with your credentials.
What it may say is that you're cognizent of weapon internal designs.
Forget the platitudes, portfolio has little or nothing to do with "practical" skills... if you can impress the right people visually then you get the job, if you can't then you're just another resume, that's the hard truth
Art directors are usually many years removed from any kind of production art, if they ever even did it at all... complexity and presentation tends to impress them, but the "applicability," the technical efficiency, is something most of them wouldn't even know how to judge, let alone care about. In fact right now I'd say the popular fad is more about "concept design," offline keyshot renders, aesthetic flourish - not practical game art fundamentals