.....sculpting /modeling/retopo/texturing of :
organic characters,
props,
blendshapes,
clothes,
hard surface weapons
rocks
houses
I have started a journey in a studio which is a groupation of thq nordic and after one year good number of people got layed off, some of them decided to leave, we as 3d artists started working on all of these mentioned above. It became super hard and exhausting even im very passionate 4 this. Not just 4 me but 4 all of us mostly because of tight deadlines.
As far as i know u have like blendshape artists, then weapon artists,then character artists, then environment artist separated. We dont do grooming luckily
Replies
Your effort should be proportional to that.
Personally the only way I am going to exhaust myself at a job is if I am a partner - e.g. a percentage of profits are coming back to me, and that I have full and complete trust in the rest of the team to deliver the project as visioned, and I have full confidence in the project itself to earn enough profit to make the hard work worth the effort. In other words, a highly unlikely scenario.
If you are working for the ability to keep working for another month it doesn't make sense to do more than what you agreed upon in contract and not more. It just makes you a sucker to do extra for a team that isn't playing for you. Obviously standing up for yourself is useless if you can be replaced so if you can't communicate with all of the others stuck in same situation and create a group consensus about what to do, all you can do is just put up with it.
i have spoken with leads on this topic they told me portfolio is useless these days.
🤔
but notice if someone have worke on the publish game or several game, they didn't bother to even ask and just interview them and before know it, they just get the offer. in fact, most people who worked on publish game didn't really update their artstations for longest time. i don't care much about portfolio alot, i'm more interested in solve issue and change workflow and process get something done.