Home Career & Education

Need some help for being hired

polycounter lvl 2
Offline / Send Message
Slassh polycounter lvl 2
Hello everyone ! I would have liked to have some advice or opinions on my portfolio to be hired as a 3d artist. Indeed I have always been passionate about the world of video games and I wanted to make it my job if possible. I share my portfolio with you and if possible give me advice to have the maximum chance of being hired. https://www.artstation.com/metiviersamuel Thanks !

Replies

  • Alex_J
    Offline / Send Message
    Alex_J grand marshal polycounter
    It's a competitive market. Don't judge your work against your past work. Don't judge it against your peers. Just it against the best in the industry right now.

    First, you are applying for enviro, character, or something else? Whatever job you are applying for, strip out the stuff that isn't directly related to that. It's just like dating. Don't come on hard with all your weird idiosyncrasies on the first date. Save that for marriage. To make the best first impression, you got to play it cool and only show your best side.

    The question is, what does my target desire? And then, am I communicating clearly that I am the one to fulfill their desire?

    Second, find out who is making the best art in that specific field right now and compare your work to theirs. Doesn't matter if they've been doing this a thousand years. You are just as clever as they are and you can catch up to them. You have more advantages than they did when they started, so leverage that.

    You should be able to post your work side by side with theirs and list plenty of things you could improve. The intent is not to copy their scene or style, but to identify flaws in your application of art fundamentals. If you take time to post your self-critique, that will help you reflect more thoughtfully and productively. Also, other more experienced artist will be able to help you.

    Personally I think art is way more fulfilling when I do things my way. But you are trying to get a job as a 3d artist, so people want to know beyond shadow of a doubt that you can work from a reference and match the concept, and also do so in a technically efficient way. So you got to show the concept you matched along with the technical details of your work. Wireframes, UV layout, etc.

    And none of this "if possible" nonsense. Of course it's possible. You aren't trying out to be an astronaut. Plenty of dingbats are making games. Find out what your unique power is, cultivate that, and share it.






  • Slassh
    Offline / Send Message
    Slassh polycounter lvl 2
    Thanks for all your advice
    Alex Javor,

    I'm actually going to take all of this into account.
    I really want to move towards the position of environment artist, so I'll have to delete all the unrelated work? ( like for example the character?)

    Your job really motivates me to persevere, and to give the best of myself !

    Out of curiosity about other junior environment artists, could my work be up to the challenge ?

    Thank you again very much for your time and your precious advice.
  • sima_jk
    Hi,

    first of all, I'm no proffessional. I do minor visualisations here and there for a few clients, but slowly I'm making my way to working in the industry. But I thought I'd share talk from FlippedNormals where they are talking to a recruited from DNEG I found it really insightful, maybe you'll get an idea what recruiters are looking for: https://www.youtube.com/watch?v=KJYOE-k3cuI&list=PLBX-X8mPyxIp6cyEBVK7WGFtcrJOwHXti&index=12.

    Best of luck to you :)



  • Slassh
    Offline / Send Message
    Slassh polycounter lvl 2
    Thanks Sima for your link very, this is realy usefull !
  • Zi0
    Offline / Send Message
    Zi0 polycounter
    If you are aiming to join a indie studio then its ok to be an jack of all trades but if you want to work on bigger projects then you need to specialize. Overall I would say your portfolio is pretty weak, the props and weapons are very basic models and the textures leave a lot to be desired. Rocky scene landscape is imo your best environment but it doesn't feel natural, you can tell by how things are placed in the scene and the composition could be better as well. Castlevania dude has pretty cool and well made clothing but the skin looks weird and his hair looks like clay but then again Im not a character artist so I cant tell if there are problems with anatomy etc.

    Like Alex Javor said, "It's a competitive market. Don't judge your work against your past work. Don't judge it against your peers. Just it against the best in the industry right now. "  this is very true.

    I'm not trying to be mean but its really a competitive market and now that a lot of resources to learn are online a lot of people have access to it so there is a lot of competition. I would say pick a specialization, ace it and then you will be ready to apply.


  • Slassh
    Offline / Send Message
    Slassh polycounter lvl 2
    Thanks a lot ZiO for this post.

    I going to apply all what u say and aiming for increase my skills for the next. 
    Im going to clarify my portfolio with the best stuff I made and focusing on only environement art and no trying to diversify my stuff, deleting weak stuff ect.

    Thanks you for putting me in the right way.

     See u soon on the 3d showcase and critiques !
  • YF_Sticks
    Offline / Send Message
    YF_Sticks polycounter lvl 7
    Hey man. Check out this blog post
    https://www.artstation.com/kierangoodson/blog/yGMy/job-winning-environment-art-of-2019

    It's a blog post about people who got their first job in 2019. This should be the quality you are going for to land a job. Sometimes people say "Well those are the BEST ones"..exactly. Better aim very high than low.
    Also, check your spelling on every post you made. It's the first thing I noticed. In your title you have "EnvironEment Artist". It should be "Environment Artist". Try to check spelling, all the time. Spelling mistakes are small but make you immediately seem unprofessional. (totally going to make a spelling mistake on this post myself)

    Second, as the people above mentioned, focus your portfolio. Either have environments or characters. But don't mix them. Specialise. Choose the discipline you want a job at and focus your whole energy and focus on that and just that. 
    Your quality needs to increase a lot. You are on a good track. You already know some of the basics. Now it's just about putting in the time and making better scenes. It's a lot of work. The industry is very competitive. If you don't improve your skills daily, there is a kid out there who will and he will steal your job before you can say "Substance". I don't want to seem very serious or negative here, but that's reality. From all my friends at my studio, out of 150, 8 got a job or something like that. And it's mostly the ones who grinded the most.

    Ask for feedback, post your work regularly, think critically about what you can improve. Watch tutorials, read a lot of theory and workflows and put it into action. And most important, enjoy it! Otherwise, there is no point. I wish you good luck!
  • Slassh
    Offline / Send Message
    Slassh polycounter lvl 2
    Realy thanks YF_Sticks for ur advice, I checked the blog and I realized I need to realy work to improve my portfolio.
    Thanks so much ;)
  • captainumbrella
    You have a lot of stuff on your portfolio, which really is a good thing but I'd consider removing irrelavant stuff and re-arranging stuff that isn't really up to a good quality.
    For example, it says on your profile you're an environment artist but I see a bunch of other things that aren't environment art on your portfolio.
    I've made a quick "sketch" in Photoshop to show you which projects I personally think you should remove, just to begin with:



    Everything that's crossed over should be removed, IMO, because of irrelevancy and/or lack of screenshots or quality with the other things in your portfolio.
    The one yellow slash I made across the rock only means that you should have more rock variants and different iamges (clay renders, in-program pictures, wireframe shots).

    In general, your pieces need more images of the environment, the props/foliage and more breakdown shots. Try to include Sketchfab or Marmoset Viewer attachments if you make an environment with a hero prop, for example.

    Keep the good work up :)
  • Slassh
    Offline / Send Message
    Slassh polycounter lvl 2
    Hello and thank you for coming back!
    I'm actually going to remove what is not related to the environment on my portfolio, thank you very much for all your advice it's very encouraging to be lead in the right way again thank you captainumbrella for this post.
    Im working atm on one environement in the 3d section with a wip. Im going to post a entiere breakdown of this when is finished.
  • defragger
    Offline / Send Message
    defragger sublime tool
    you could use the cars in an overgrown environment instead of putting them directly in your portfolio.
  • Slassh
    Offline / Send Message
    Slassh polycounter lvl 2
    Yeah is a good idea I need to improve my portfolio by adding more stuff in my environement to get more detail thanks defragger ;)
Sign In or Register to comment.