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3D artist looking for job

Jonathan Williamson
polycounter lvl 18
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Jonathan Williamson polycounter lvl 18
Hey,

I'm a 3D artist looking for some paid on the side work. I say 'on the side' because I have another project that requires the majority of my attention. The only downside to this project is that it's not a paying position and I'm in need of some cash so I can pay for gas to get me back and forth from school.
I have been modeling for about 2 years now, and though I'm not a great artist, my skills are quickly improving. I perfer organic character modeling, but I'm willing to work with any kind of model. I work in both high and lowpoly counts, so if you are in need of game models with or without normal maps, I can handle that. Or if you are in need highly detailed movie or scene models, that'll also work. My skills in the texturing world are practically non-existent, I can animate fairly well, but my skills mainly reside in the modeling side of things.
I'm not looking for a high-paying project, just something to put a few bucks in my pocket.

You can see some samples of my work below.

Contact me at: shadowdragon1@gmail.com

Thanks in advance.

Jonathan

P.S. I hope I put this in the right place, if not, if a mod would be so kind as to move it.

Replies

  • skankerzero
    I think you should find a host and post your samples.

    Most people won't go through the trouble of emailing you for samples, especially if you just specialize at the moment on organic modeling.

    Good luck.
  • AstroZombie
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    AstroZombie polycounter lvl 18
    I want to offer you some freindly advice. I hope you don't take offense:

    - Get some webspace and put up an on-line portfolio. Chances are slim to nil that anyone is going to email you and request samples.

    -You really need to work on "selling yourself". Never critique your own work, at least not out loud. Focus on your own strengths rather than your weaknesses. Work on improving in areas that you feel you are weak.

    -Most companies I have dealt with will want you to be able to model AND texture. See above ^^^

    Good Luck.
  • Slayerjerman
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    Slayerjerman polycounter lvl 18
    its spelled "fairly" not farely.

    Yet another thing to work on is a resume. Employers will want to see your past experience if they are to even consider paying you for services.

    wink.gif
  • pogonip
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    pogonip polycounter lvl 18
    You would do much better to PIMP a FEW a game levels or an AWESOME organic model or two and then ask for something like that. As it is contract modelers with expereince have a very hard time finding work .
  • Jonathan Williamson
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    Jonathan Williamson polycounter lvl 18
    [ QUOTE ]
    I think you should find a host and post your samples.

    Most people won't go through the trouble of emailing you for samples, especially if you just specialize at the moment on organic modeling.

    Good luck.

    [/ QUOTE ]

    Only reason I didn't post any samples is that I was short on time at the time of posting so had to make it quick. I'll get some samples up soon though.

    [ QUOTE ]

    I want to offer you some freindly advice. I hope you don't take offense:

    - Get some webspace and put up an on-line portfolio. Chances are slim to nil that anyone is going to email you and request samples.

    -You really need to work on "selling yourself". Never critique your own work, at least not out loud. Focus on your own strengths rather than your weaknesses. Work on improving in areas that you feel you are weak.

    -Most companies I have dealt with will want you to be able to model AND texture. See above ^^^

    Good Luck.

    [/ QUOTE ]

    No offense taken. I've got some webspace, and as said above I'll get some samples up soon.
    You've got a point with not critiquing my own work, only reason I did so was that I don't want anyone getting the impression that I'll be able to do texturing work as well. I wish I could, but that's a skill that just doesn't come to me so easily.
    I'm also not specifically looking to deal with a company, though of course I'll glady work for one if need be, but I'd rather not get involved with a larger project at the time being.

    [ QUOTE ]
    its spelled "fairly" not farely.

    Yet another thing to work on is a resume. Employers will want to see your past experience if they are to even consider paying you for services.



    [/ QUOTE ]
    I always seem to spell it wrong... Fixed. I have not had the time to put together a resume just yet. But that's something I definitely hope to do in the near future.

    [ QUOTE ]
    You would do much better to PIMP a FEW a game levels or an AWESOME organic model or two and then ask for something like that. As it is contract modelers with expereince have a very hard time finding work .

    [/ QUOTE ]
    Seeing as I'm no mapper, you probably won't be seeing any game levels from me. But as said above, I'll be posting some samples shortly.
  • Jonathan Williamson
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    Jonathan Williamson polycounter lvl 18
    Ok I've put together a small selection of samples of some of my more recent works.

    A highpoly minotaur model for the purpose of generating a normal map:
    minotaursample.jpg

    A highpoly cerberus model also for the purpose of generating a normal map:
    cerberussample.jpg

    A highpoly female model that I unfortuanately was never able to finish:
    laetitiasample.jpg

    A highpoly drill that is currently still in progress:
    drillsample.jpg
  • PaK
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    PaK polycounter lvl 18
    i like the drill
  • Paul Jaquays
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    Paul Jaquays polycounter lvl 19
    You need more surface detail in your high-poly models ... too much smoothness, not enough contrast in the surfaces. Sculpt in textures that will respond to per-pixel lighting. You will also want to show the low-poly models on which they will map, and the end result of mapping the high-poly to the low poly.

    Demonstrate that you can successfully unwrap a character model.

    Model and paint go hand and hand for contract art. The artists who can do both well will get the work. That is your competition.

    Finally, EVERYONE wants to be a character modeler, so the competition for work will be that much stiffer. Try doing some environment models (with unwraps and textures).
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