Hey all. I'm venturing from mods to look at landing my first full time gig. I've worked in mods for many years and am wanting to finally break onto the scene. One point that was brought to my attention was that AAA studios are wanting to see maximum details (pushing even further than current in-game standards), so I already am planning out another piece for my Artstation...
https://www.artstation.com/epifireI started getting into modding back around 2009, so I feel like the goalposts changed a decent bit since then. With things like Nanite that can render insane amounts of polygons, my old methods of minding polygon/drawcalls leave my work feeling dated. I used to be told that employers wanted to see a good working knowledge of retopology and budget constraints but I'm being told that's really not the case anymore.
I'm also really confused about a certain point. I used to be told to avoid marketplace assets (which I've stood by for a long time). But if I'm modeling out locations and want to lean on scanned materials, is that still really frowned upon? Mind you, I'm only wanting to lean on real world scanned materials; not photogrammetry models. For instance, I'm planning an industrial spillway exterior and I want to build out the terrain with a combination of sculpted assets and scanned materials. I really want to combine displacement maps alongside my own assets to really fill in the detail level. I don't have a good camera setup, so sourcing the assets in the real world isn't an option for me right now.
And for my last question. Is my work (quality, style or otherwise) even worth trying to apply around with? I had a lot of ideas of what it took to get with a studio but frankly I don't know anymore. For some context, I work a seasonal job so that I get the Winter off. I'm trying to figure out if I should just focus my time on applying around and reaching out to contacts I have at companies; or if I should just go back to the drawing board and focus 100% of my time on more portfolio scenes?
It's a tough call for me, so any opinions or crits are wholly welcome.
Replies
If you're looking for a job, don't stop applying. Keep improving on your UV and material work, also make sure you're up to date with lighting. Don't feel discouraged if no one's biting, you're competing with thousands of freshly laid off professionals right now
If you sort some of the lighting out you will be on to a winnner
Admittingly, I habitually choose a darker lighting theme because I prefer the more moody shot (I can't imagine my years on The Dark Mod had anything to do with that 😋). I like to have the range of lighting range as wide as possible. Meaning from my brightest points at light sources, to just above black in the darkest corners.
I'm staging another project scene as I type this. Thanks for the crits, I'll definitely keep this all in mind as I move forward! 🙂