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what do any future employers need to see if i dont have any live projects.

im trying to promote myself as a environment artist. Right now im getting my  basics down like  grass, rock, sand  and i will work my way towards  plants tress, flowers, props, fillers.

would it be  better to show things how they look in a engine ( as a final) instead of posting fancy stuff from  marmoset?.
I started uploading on Art stations a few weeks ago, trying to upload as often as i can,i also feel im getting more skilled  than my first upload.
 ( should i remove to reflect my current skill or keep  as fillers or just remove it)

 im not realy sure how i should describe things and tag them normally i try to start with  the sculpt then a few baked maps. ( good idea to mix it with video maby?)

 As a employer  how would you like to have your candidates portfolio packaged .
/Peter
https://www.artstation.com/peterschon

Replies

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    In Engine and Marmoset Toolbag are both fine actually.  They're both real-time rendering engines.  Jsut as long as it looks good.

    Your other portfolio questions have been answered here:
    http://http//www.gdcvault.com/play/1022096/Killer-Portfolio-or-Portfolio-Killer

    http://wiki.polycount.com/wiki/Portfolio

    In general, this early out, best pieces only.  Don't stuff in a bunch of practice pieces as portfolio pieces.
  • Dethling
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    Dethling polycounter lvl 11
    /agree with Brian
    - Best stuff only, no WIP (but breakdowns are fine and good)
    - only real-time engines (game engines are best, because it shows that you are also familiar with the implementation and set-up process in this engine)
    - You want to get into games? So only game relevant pieces

    Otherwise what the video says. :)
  • ysalex
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    ysalex interpolator
    Marmoset is amazing, and gorgeous and the baking tools are awesome but it can easily be abused as “keyshot-light”.

    im not saying all employers care about the distinction but I’m sure some do, and would rather see presentation in a engine vs an environment like keyshot.

    plus it shows familiarity. If you know a studio uses unreal, it definitely does not hurt to present stuff to them in unreal.
  • Peterschön
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    Thank you for the great tips. watching the videos and taking it all in.  Also   creating a Unreal  demo scene  ( basically its gona  be a turntable  with a  rotating camera with baked  lightning and  post production stuff that engine offers. ( its also pretty neat to use a engine  because you can go pretty heavy with particles, fog ( no idea how  i would set that up on toolbag) for example  firefly´´s around a tree,  stuff like that that makes my sculpt´s come to live more. 


    Also found alot of useful tips from the videos  that was posted above.  Make sure you  focus what you are good at  If you are applying as a environment artist make sure you dont spend  gunpowder on half good character design. this was the sort of feedback i wanted so thank you.atm im working in blender so im gona switch over to maya or max.  to be more compatible .
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