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In desperate need of help

GulliblePotato
polycounter lvl 3
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GulliblePotato polycounter lvl 3
I have been calling myself a graduate 3D Artist for 3 years now and still have not landed my first role in the industry. I have searched and applied for jobs across multiple sources, contacted many companies through email and phone, and contacted recruitment agents. The response is always either no response or a generic "Sorry, but we don't think you're a good fit. Don't ask for feedback" reply. For these 3 years, I have tried to improve my portfolio and sought advice from industry professionals. I am always being told it looks good but needs a little more of this or that, but they say the same thing after I make those adjustments.

So, please, tell me what I am doing wrong? Why am I being ignored by whichever recruitment agent I contact? Why do companies not want me? Why does no one seem to invest any interest in me? Is my work garbage? Is it not worth me trying anymore? I am in desperate need of a job, should I make that clear to these recruitment agents who don't seem to care?

Portfolio: https://www.artstation.com/ranbir_kang/albums/1617715

Replies

  • Alex_J
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    Alex_J grand marshal polycounter
    what does the work of people who have the job you want right now look like?

    compare that to yours. Find similar work and put it side by side. You can do that here and people might help you distinguish what other people are doing better than you.

    persistence always wins, but if you are out of money i'd suggest getting whatever type of job you can because it may take another year or more to get 3d to a competitive level.
  • NikhilR
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    NikhilR polycounter
    I see you are based in the UK, which companies have you applied to already? Could you link the job postings you've answered over the past 6 months to a year?
  • Taylor Brown
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    Taylor Brown ngon master
    I have no idea what you want to be. I see characters, designer materials, props, weapons, vehicles, environments, FX, high poly sculpts, real time renders, offline renders. All at varying quality and with not a lot of cohesion as far as style (realistic / stylized). I feel like if you really went deeper into one area, you'd probably produce some quality results. Right now you're casting a wide net with a lot of holes in it. Figure out what part of the process you want to focus on and make that the thing you want to git gud at. Unfortunately, we are in an industry where the majority of the time nobody is going to hire someone who is just kinda ok at a bunch of things.

    Once you do figure out what it is you want to do, start researching. Find every single portfolio you can of recently hired juniors / senior artists who are producing work in the style and focus you are interested. That gives you the bar to reach and leaves no question if your portfolio is at a hireable point.
  • PixelMasher
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    PixelMasher veteran polycounter
    what taylor said, your portfolio is super jack of all trades, and doesnt show mastery in any category.

    your environment work is not up to industry standard quality, and neither is your character work. Your material work is not super refined and EVERY material art student has a bricks, planks and rock material. those are the most generic examples of content you could have. You need something that is interesting and grabs peoples attention. If you are gonna have a brick material in your portfolio, it should look like the best damn brick material on artstation for it to have an impact.

    Basically, if I was to open your portfolio from an application, my first impression would be "this is a student portfolio" the mish mash of characters, environments and a couple props/materials shows you are learning  but havent figured out what you want to strive for mastery in yet, which is fine. figure out what you enjoy and then tailor your portfolio to that, when a recruiter opens your portfolio link, within 2 seconds they should know exactly what you are super into. 

    overall your work is just not up to industry quality yet, and while that sucks to hear, that is the reason you are getting rejected. figure out what you really love doing, and then push all your output into show that, to a level that looks like it would fit in a current game. hope this helps :)

    edit: there is a thread where people who recently broke into the industry post their portfolios: https://polycount.com/discussion/187512/recently-hired-in-aaa-show-us-your-portfolio/p1
  • Zi0
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    Zi0 polycounter
    I agree with the things said above, you are not there yet and that's why you are unable to get a job at this moment. In order to get a job you need to create stuff of higher quality, pick a specialization and ace it. If you wonder what kind of quality level you need to hit in order to get a job, look on artstation and get inspired by art made by people that were able to get a job in the industry.
  • Barbarian
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    Barbarian polycounter lvl 13
    It is unfortunate that you did not get this type of advice while still in school. But that is water under the bridge.
  • GulliblePotato
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    GulliblePotato polycounter lvl 3
    I agree that there is too much going on in my portfolio but at the same time I can't be picky about whether it is a 3D character, environment or texturing role. There  are hardly any graduate roles out there and when one shows up I need to apply to it if I want my foot in the door, meaning I need to demonstrate that I have some competency. What else can I do now? I don't have anymore time to spend on this. I have spent 6 years, including uni, and I am still not good enough for an entry level role. I knew that my work wasn't good enough but held out on the hope that if i kept trying then I would improve and eventually get a chance. But it has been long enough now that I can't keep living in denial. Clearly, I'm never going to be good enough especially when I no longer have the support of my family.

    I'm sorry to have involved you guys in my mess. My mental health has gone down drastically and one of the reasons I posted here was because I wanted even a little bit of acknowledgement to lift my spirits. Just so I know that I am not wasting my time and I might almost be there but that is clearly not the case. No one in the games industry wants me and almost no one in any other industry wants a graduate, who failed to even start his career, and has mental health issues on top.
  • Taylor Brown
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    Taylor Brown ngon master
    I think you misinterpreted the message from everyone. Pick one area and become good at it. Your thoughts of "I'll do a little bit of everything because maybe the next random project will get me a job" is the only thing flawed in how you're approaching this. I really think if you focused you would see results. You might not be picky but the person hiring obviously is as you've already experienced first-hand.

    Take some time away from it, reassess and stabilize other parts of your life. It's just a job at the end of the day, truly not something to go down a hole over. And I say that with experience doing just the same, feeling so desperate to get in that it was driving me insane. Now that I'm on the other side it's like... Hey this is fun but it can still grind you like everything else. Real joy and fulfillment isn't going to come from an external force. Do whatever you possibly can to turn the art into something that brings you happiness because making it just a thing you grind at to get a job is unsustainable and destructive
  • Alex_J
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    Alex_J grand marshal polycounter
    your being dramatic and blowing things out of proportion. you only made perfectly normal mistakes millions of people make everyday.

    you been working hard but didnt take enough time to work smart. just take time to reassess, identify things you did good, bad, and what can be improved. make a new plan taking into account all the lessons you've learned so far plus advice from others. Then keep going. Persistence always wins.
  • NikhilR
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    NikhilR polycounter
    I agree that there is too much going on in my portfolio but at the same time I can't be picky about whether it is a 3D character, environment or texturing role. There  are hardly any graduate roles out there and when one shows up I need to apply to it if I want my foot in the door, meaning I need to demonstrate that I have some competency. What else can I do now? I don't have anymore time to spend on this. I have spent 6 years, including uni, and I am still not good enough for an entry level role. I knew that my work wasn't good enough but held out on the hope that if i kept trying then I would improve and eventually get a chance. But it has been long enough now that I can't keep living in denial. Clearly, I'm never going to be good enough especially when I no longer have the support of my family.

    I'm sorry to have involved you guys in my mess. My mental health has gone down drastically and one of the reasons I posted here was because I wanted even a little bit of acknowledgement to lift my spirits. Just so I know that I am not wasting my time and I might almost be there but that is clearly not the case. No one in the games industry wants me and almost no one in any other industry wants a graduate, who failed to even start his career, and has mental health issues on top.
    Could you link the portfolio's of the industry professionals who critiqued you and what they critiqued you on? 
    Its a good idea to have this information before receiving more feedback.

    I saw from your linkedin that you have graduated in computer animation, how are you doing on that side (animation)?
    Also you did a course from game art institute, what was their feedback on your work and what pieces did you complete during that course?
    Does your university provide alumni services and work placement opportunities? 
    The majority of graduates from my school got their first jobs in this manner. And I can tell you that their portfolios looked quite similar to what you have now, so there are advantages to going to a school that go beyond creating quality portfolios.

    Also see if there are openings in architecture/product visualization and childrens animation. 
    I've personally found these two areas to be a lot more flexible when it comes to getting contract work (which can lead to full time employment)

    While your portfolio can certainly see improvement it could be sufficient to secure something to start with. 
    Like I do see that you have an understanding of the programs and creating decent renders, a lot of the work for modelers usually is grunt work (even in games) atleast when you start out.

    Problem is the way the industry is organised and the volume of applicants makes the competition quite fierce. Not to say that the actual work you do is anywhere near to the portfolio expected, there are many variables and it really can come down to timing and who you know at the time.

    One issue I've found with most artists looking for work is them not being able to sell the work they have and instead constantly pushing portfolio without being fully aware of opportunities not just locally but in outsourcing. 
    Not everyone will have the same expectation of your work.

    With the virus situation hiring is pretty weird right now, so I wouldn't stress it and use the opportunity to refine and refocus
    You aren't wrong about having a variety of work, and many portfolios that apply to TV/film animation companies do showcase this variety but you can definitely polish your work further.

  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Another, oversimpifiedd option.

    Find a job that doesn't tax you creatively and has locked hours.

    And spend as much of the free time as possible on the art.
  • YF_Sticks
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    YF_Sticks polycounter lvl 7
    Hey man. It is tough to find that first job, for sure. I struggled a lot and it took me tons of work to get in. It will be the same for you. It will be the same for everyone. It is a shame that uni didn't prepare you well, but hey, now it's up to you. You're in full control of this one. I am self-taught so I never went to uni, I'll give you some tips that helped me and hopefully help you. Let's keep it simple!

    1) Look forward, don't look back. Yes, the situation sucks and is tough. But focus on what you can control. What can you control? Your daily work and effort and learning.

    2) Get a job on the side like suggested above. Find a job that pays what you need and won't drain you. Use all your time next to work to improve your art. Relax on Sunday to keep your mind fresh. Go outside, meet friends/family etc.

    3) You HAVE TO pick a niche. Pick environment art. Pick character art. Pick Weapon Art. Something. If you don't specialise, it will be very very hard. Get really good at that ONE thing and you will find a job.

    4) Join communities. There are a lot now, no excuses. For environment art, my two favorites: Dinusty Discord / Experience Points Discord

    5) Seek feedback, all the time. If you don't do that, no chance you will get better. Listen to feedback, observe it and most importantly, execute it. Share again.

    6) Critically observe your own art and compare it to people's portfolio that already work in the games industry. Don't compare yourself to other students. Compare yourself with people that do what you want to do. Now, don't beat yourself up over it if you see those portfolios. Analyse critically what is better in their art than yours. Write it down. Adjust it in your own work.

    7) If you can, get a mentor. CGMA, 1on1 Mentorships, other courses that offer professional feedback.

    8) Learn all the time. Work on your art, watch tutorials, improve.

    Alright, there's a lot more. If you want, I can write you 10 more. Just let me know. 
    Most importantly, don't give up. There are no excuses. I know it sounds like tough love, but it is. Everyone struggles in life. Everyone has their issues. Some choose to have those problems but still put in the work. I know it sounds all motivational and like all that inspirational stuff. But that's reality. You can do it. If I can do it, you can too, trust me on this one. Most importantly, enjoy the process. Otherwise, there literally is no point.

    Hope this helps, wish you the best.


  • Zi0
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    Zi0 polycounter
    @GulliblePotato

    No one I know was ready for the industry after uni including myself. If you went to uni for this it means that its something that you really want to do so even if you are not there yet you should not give up. I was in your shoes once, I didn't get any replies and if I got one it was a simple no. Which only meant that I had to work more and like Alex Javor stated above work smart. I don't think trying to appeal to everyone by having characters, environments etc is a good strategy especially if time is of the essence, quality pieces is what you need and quality goes above quantity. Let me give you a couple ideas on where to start, looking at your portfolio I think there are two pieces that you can salvage.

    Grab your low poly, work a bit on proportions etc, make a high poly by adding support edges or by throwing it in zbrush and use it to bake a normal map. Tweak the low poly because your current one is a bit too low on polygons, round parts are missing segments. Think of it this way, in a FPS game you will see this up close and its 2020 you can use a higher polycounts so stuff with round shapes has to look round.
    The finally re UV it and give it a new nice texture and spent some time on it to make it look interesting. A nicely textured binocs would be a portfolio worthy prop!

    I think your Honda S8000 is your best piece so far but the presentation needs to be improved a lot. Try to maybe make a small diorama out of it, add a small charging station to it or make it into a small environment. Also try to make a proper hood for it and it seems like the grill was just stuck on the front try to make it part of the chassis.

    This way you will already have two nice pieces and you don't have to start from 0. Remember work smart and keep comparing your stuff to the best pieces out there to hit that quality level that will make people want to hire you. If you want as much as feedback as possible start a thread on polycount for every project you do, this way you hopefully wont get stuck.

    Dont give up and work smart :)
  • Taylor Brown
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    Taylor Brown ngon master
    +1 to what Zio said! 2-3 high quality props and a little diorama (still high quality) would set your portfolio apart from A LOT of applicants. If you can rework some of the things you have already, you could wipe away 80% of your portfolio and it would be much stronger for it.
  • sacboi
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    sacboi high dynamic range
    Yup, re-jigging two or three pieces to the standard required will make the world of difference in attracting eyeballs that matter too your work and since I've a penchant for cars, try generating a backstory albeit texturing sort of 'personality' for the Honda aside from just an OK'ish rendered shot.

    Anyhow, here's what I mean:
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