I graduated from university in the UK in Sept 2017 with grand dreams of becoming an environment artist in the games industry. Unfortunately I had a long way to go before I was even close to industry standard, so I've spent the past 2 years working on my portfolio as best I can. In all that time I've had only two failed art tests and a handful of dead ends from recruiters. Not a single interview.
I would appreciate any criticism or tough love you can offer. I'd like to think my portfolio shows I have decent modelling and sculpting skills, that I can competently handle PBR workflows or traditional handpainted textures, that I'm comfortable with a game engine (UE4), and I understand the basics of lighting and building asset blueprints or materials. The most obvious thing I'm lacking is experience, but how can I get experience if I can't land a job? What else can I do? How do I improve?
Many of my peers from university have managed to get industry jobs, so I've been wondering if there's something beyond my portfolio that's letting me down, something I haven't considered? I'm 25 now, older than many graduates looking for entry level jobs, so is it my age that's the problem? Is it the fact I've been long term unemployed? Is it that I don't live near a major city where I can network? Is it my damn profile picture? Where am I going wrong??
To get a little personal, I have been really struggling to push myself forward recently. I am happier with the standard of my work now vs two years ago, but I think working on this long term investment for so many months with no results has badly affected my mental health, and I'm having trouble seeing any point in continuing to grind for no payoff. I'm starting to think I just don't have what it takes to "make it". Can anyone here help me figure out how to move forward or what to improve on?
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I highly recommend Clinton Crumpler's UE4 Modular Environments course at CGMA. 10 weeks, $1,000 USD. I just wrapped up my scene the other day and I don't think I could've done it to that quality without his course but there is no hand holding. He's a great teacher and you'll be working alongside others, some of which might even be in the industry (that was the case in mine). If you're not totally up to that challenge, there are plenty of other quality CGMA courses with varying costs.
I can't offer much in the way of crits that hasn't already been covered by folks above. For your realistic scenes, you need to work on your material definition. If I can't look at a texture and imagine what it would feel like to run my fingers across it, then it's not hitting the bar. Highly recommend starting an artstation collection of recently hired junior artists. Take a hard look at their work to determine what you can do to improve your own. Also, don't be afraid to use extra polys if it eliminates faceting. Smart use of geometry is more important than low use; modern hardware eats polygons like they're nothing.
The grind is real and it is punishing. I only got my break recently in a rather unorthodox way after thousands of hours of effort (plus lots of time spent staring into a mirror questioning what the fuck i was thinking). If you want it, you can get it. But it's never going to be worth your mental health so make that priority #1!
Read over this, it might give you some good pointers: https://docs.google.com/document/d/1Rpcce7iIv3s7z8n3_UL1--08Htgb_m5umrfq2wg_XKY/edit#
@PixelMasher also has some fantastic essays to help you out (his youtube is gold too!) - https://www.polygon-academy.com/
Good idea on picking one style / area to lean into. One high quality prop will teach you more than a large mediocre scene.
I would for sure spend some more time learning Substance Designer as it seems you have a passion for that. There are so many free amazing tutorials for this on YouTube. Also, join the Greentooth Slack and get direction from us plebs in there!
https://polycount.com/discussion/170535/polycount-discord-and-slack#latest
The grind is real, and you've already come so far. Make what inspires you, finish it, and keep on creating Good luck!