Hey guys, I lurk a lot but I don't post much...
Anyhow, I am putting together my first portfolio to try and get hired as a 3D generalist, or a modeler, or whatever I am qualified for. I would be very thankful for some advice on formatting and focusing it.
I attached my latest work here (Outfit and weapons are my modeling, texturing and rigging work. Characters are by others (just how the project pipeline specs work for this particular comission).
More of my 3D work is on artstation:
https://www.artstation.com/conniekat8All modeling and texturing is a combination of 3D Studio Max, Zbrush, Photoshop and Substance Painter.
My freelance gig is ending soon and I noticed that Blizzard has opening for environment and prop modelers on their cinematic team (and I happen to live 3 miles away). Do I have a snowballs chance in hell of being considered for hire?
Am I correct in assuming that for game studio portfolio I need to show some of the meshes and UV's? I am trying to get a crash course on how to present things. I'm also researching a lot of things on my own, covering a number of basis

Any feedback is very much appreciated.
Artistic render:
Clay render:

Clay render:

Artistic render of the costume with a character from a collaborating artist:

Artistic render of the costume with a character from a collaborating artist:
Replies
Even though actual talent and ability to model is important, keep in mind they most likely receive hundreds of applicants, and if they find a person who understands their concept perfectly, they would be more willing to choose that person no?
Also, don't be fooled by the title "entry level". A user here said it best, a junior artist is actually a senior artist but with less pieces. Always set the bar as high as possible.
JordanN said: Also, this sounds very familiar as I say this all the time! You want your work to be Sr level quality. More likely a Sr will just be faster, have more in their folio, better pipeline knowledge, etc.
Again, I think what you have is a good start. Keep making new stuff and polishing your work to be better each time. Check out some of blizzard's cinematic artists' folios as well.
Everything here is my work.
All my recent stuff is PBR shader focused, but it is high rez.