the environment piece stands out, i'd say that looks best, i wouldn't know what to do, all the best. (i was just going to leave the first comment but who knows what that would've done, i chuckled, I'd say keep exploring, your interests.)
you are 15, you can not even sign legal binding contracts. i doubt any legit company would go for this.
take your time, hone your skills. 3 years is a lot of time to become competitive. if you want to work for free to get more experience, maybe join some mod teams?
Followed! Some solid work already in your portfolio. I would suggest to keep going, explore different subjects and techniques, find what you enjoy working on the most. Do not be afraid to ask questions. Also take breaks from time to time
Don't be afraid to get passionate, really really passionate about your craft. And by the same token don't be afraid that you aren't taking it seriously enough. Show it off when you're proud of it, and even when you aren't really.
You're young, and most of the way you get things is by asking your parents for them, yes? This is what I remember about being your age. Ask for tutorials for Christmas or birthdays. Showcase your work by making print and 3d gifts for the relatives who were generous. Tell your friends and relations all about what you are working on, offer to show them examples. Use it in your schoolwork when you can. There are probably art contests at your school, or show cases, maybe a yearly magazine? Enter your art in these. A lot of communitees have contest for the local youth for art, these would be good to enter too.
You never know when one of these adults, or one of your former classmates might be thinking to themselves, "We need someone who knows art. Who do I know who can do art? I know! That @helloMher guy! He was really devoted to his craft."
Or you might need to ask a relation for a loan for school, and here they are thinking "Well @helloMher has been showing me his artwork for the last 4 years. I've seen it improve and he already knows a lot. I'll spring for his new computer/software/semester of college, because I know he's committed."
There are three incredibly important things for every artist to have at every second. They are: 1.) A current project 2.) A plan to finish the current project
3.) No really. Finish your projects
4.) I'm serious. Finish what your start
Contests and things that take submissions are always a great way to move forward because they offer 1.) guidlines and 2.) a deadline. Those things a wonderful for getting your work done.
From a portfolio point of view, if you have plans to work with real-time environments and/or models (games): add asset breakdowns. These should include for example, wireframe renders, texture map renders, etc. This will help showcase that you can create production-ready models and not just good looking still renders.
but these cars have a lot of polygons and it's not a ready-to-play model. Also, there are artifacts and shading problems on it.
shading aside.
72k for a car is not a lot if its for say a racing game. cars in racing games are in the hundreds of thousands of triangles nowadays and have been for a while.
Hey there! I'm a solo indie developer of a sci-fi atmospherical horror game set in space. I am only a few hundred hours into development so far, but I have many of the core mechanics in place and have started on some of the level design.
I am awful at 3D modelling, as my experience and knowledge has been focused on programming, so I will need a lot of help with 3D models.
I am looking to commission someone for relatively low poly models but with HD textures, much akin to the model of the TV you showed on the portfolio you linked previously in this thread.
I am looking to negotiate a price for doing multiple models at a time and I am also willing to pay half up front as a show of good faith.
If this is something you would like to consider as a way to get more experience and also getting paid at the same time please let me know!
Hey there! I'm a solo indie developer of a sci-fi atmospherical horror game set in space. I am only a few hundred hours into development so far, but I have many of the core mechanics in place and have started on some of the level design.
I am awful at 3D modelling, as my experience and knowledge has been focused on programming, so I will need a lot of help with 3D models.
I am looking to commission someone for relatively low poly models but with HD textures, much akin to the model of the TV you showed on the portfolio you linked previously in this thread.
I am looking to negotiate a price for doing multiple models at a time and I am also willing to pay half up front as a show of good faith.
If this is something you would like to consider as a way to get more experience and also getting paid at the same time please let me know!
Hey!
Thanks for reaching out — your game sounds amazing! I'd love to help with the models you need. Low-poly models with HD textures are totally my thing, so I think we can make something great together.
As for payment, I’d prefer to keep it simple: once I create the models and you’re happy with them, you can pay me then. That way, you'll feel more comfortable with the results before committing.
Let me know what kinds of models you need, and we can get started!
You're on your way; if you want professional advice.....I'd encourage you to just stay in prop creation zone. Don't take on full environments just yet. I'd challenge yourself to make a messy room (see image). Start with a lot of small props; yet aimed at eventually dropping them into an environment. For now focus on a bunch of smaller props and variety. You want to show perspective employers that you understand how to model various forms and show diversity of surface types and applications of material usage and if an object is old/new. Tell a story with a prop...don't just make a hammer...put someone's name scratched into the side of it. Each prop can tell a part of a larger story, that is part of your job as an environment artist....you want to tell a story with your art, it should convey an emotion from the viewer...otherwise what's the point? Plus...by staying to small props you'll have a fail-fast mindset. Meaning you won't spend too much time re-working a single asset...if you hit a roadblock or something is just not working you can set it down, move onto the next on the list, and just keep going until you've attained the skills required to re-vist the thing you got stuck on. Meaning if you hit a roadblock...don't fight it more than a day or two. Take a break, set it down...move onto the next. Never move 3 assets beyond the one you left. Go back and force yourself to either work with it or take your new skills and start again.....the goal being that with each step you'll either grow in confidence or have a better understanding of what you're weak in and study/learn those skills you need to level up. With your pace of learning and expanding knowledge (based on you're creating quantity...which is good, but should also be hitting quality most of all. Yet if the assets are compact you'll see growth and a body of work take shape sooner) spread out the assets and tackle something challenging, followed by something you think will be easy/fun. Keep doing that until you have at least 20~30 props and then you can put that stuff into a simple scene like below. THAT is a portfolio piece. Show your breakdowns, mats, textures. Plus lighting a smaller scene like this is A LOT easier than larger environments.....build up to that. Start small....baby steps. You're already in a great spot and you've got time and passion on your side. Keep going and maybe in a few years I'll hire ya. Best to you. Good luck.
You're on your way; if you want professional advice.....I'd encourage you to just stay in prop creation zone. Don't take on full environments just yet. I'd challenge yourself to make a messy room (see image). Start with a lot of small props; yet aimed at eventually dropping them into an environment. For now focus on a bunch of smaller props and variety. You want to show perspective employers that you understand how to model various forms and show diversity of surface types and applications of material usage and if an object is old/new. Tell a story with a prop...don't just make a hammer...put someone's name scratched into the side of it. Each prop can tell a part of a larger story, that is part of your job as an environment artist....you want to tell a story with your art, it should coney an emotion from the viewer...otherwise what's the point? Plus...by staying to small props you'll have a fail-fast mindset. Meaning you won't spend too much time re-working a single asset...if you hit a roadblock or something is just not working you can set it down, move onto the next on the list, and just keep going until you've attained the skills required to re-vist the thing you got stuck on. Meaning if you hit a roadblock...don't fight it more than a day or two. Take a break, set it down...move onto the next. Never move 3 assets beyond the one you left. Go back and force yourself to either work with it or take your new skills and start again.....the goal being that with each step you'll either grow in confidence or have a better understanding of what you're weak in and study/learn those skills you need to level up. With your pace of learning and expanding knowledge (based on you're creating quantity...which is good, but should also be hitting quality most of all. Yet if the assets are compact you'll see growth and a body of work take shape sooner) spread out the assets and tackle something challenging, followed by something you think will be easy/fun. Keep doing that until you have at least 20~30 props and then you can put that stuff into a simple scene like below. THAT is a portfolio piece. Show your breakdowns, mats, textures. Plus lighting a smaller scene like this is A LOT easier than a larger environments.....build up to that. Start small....baby steps. You're already in a great spot and you've got time and passion on your side. Keep going and maybe in a few years I'll hire ya. Best to you. Good luck.
- Pixel
Thanks for the advice, Pixel! I'll focus on small props and work up to a scene. Your tips really helped!
Replies
Some solid work already in your portfolio.
I would suggest to keep going, explore different subjects and techniques, find what you enjoy working on the most. Do not be afraid to ask questions.
Also take breaks from time to time
You never know when one of these adults, or one of your former classmates might be thinking to themselves, "We need someone who knows art. Who do I know who can do art? I know! That @helloMher guy! He was really devoted to his craft."
Or you might need to ask a relation for a loan for school, and here they are thinking "Well @helloMher has been showing me his artwork for the last 4 years. I've seen it improve and he already knows a lot. I'll spring for his new computer/software/semester of college, because I know he's committed."
1.) A current project
2.) A plan to finish the current project
keep posting work, ask for feedback, act on the feedback, success will happen
https://www.cgtrader.com/3d-models/electronics/video/sony-trinitron-kv-1300e
I am awful at 3D modelling, as my experience and knowledge has been focused on programming, so I will need a lot of help with 3D models.
I am looking to commission someone for relatively low poly models but with HD textures, much akin to the model of the TV you showed on the portfolio you linked previously in this thread.
I am looking to negotiate a price for doing multiple models at a time and I am also willing to pay half up front as a show of good faith.
If this is something you would like to consider as a way to get more experience and also getting paid at the same time please let me know!
Hey!
Thanks for reaching out — your game sounds amazing! I'd love to help with the models you need. Low-poly models with HD textures are totally my thing, so I think we can make something great together.
As for payment, I’d prefer to keep it simple: once I create the models and you’re happy with them, you can pay me then. That way, you'll feel more comfortable with the results before committing.
Let me know what kinds of models you need, and we can get started!
Looking forward to hearing more from you! 😊
Best,
Mher
When I get back I'll send you more info on the game, a video showing the current state of the game, along with specifics on what models are needed
Looking forward to working with you on this!
- Pixel