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wanna change my job! portfolio inside + questions

kakikukeko
polycounter lvl 17
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kakikukeko polycounter lvl 17
Hi guys,

ok here is my problem (you can skip this part if you dont like long boring stories) ,

I worked for 3 years as a (precalculated-) 3D generalist on different projects , but finally got bored with the too long process of high poly stuffs...

So I quit my job and swiched to a 2D job, drawing and painting for an low budget animation company... I had a lot of fun , my painting skills improved a lot, but my desire to work for 3D appeared again.. but I decided to work for video games, (as they were the reason that pushed me to work in 3D)

Then, I sent my portfolio to companies.. I had absolutely no low poly pieces to show, didn't really ask for a special job, and had probably too few pieces to show in too many various areas.. Finally I didn't received a single reply (nearly)..



So I decided to work on a character artist portfolio, and here are the pieces I have so far,
canard laqu

Replies

  • MoP
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    MoP polycounter lvl 18
    I really like your characters, they've got loads of unique style and detail, you're obviously an accomplished artist.
    You probably need a few more completed models before you have a full portfolio, just to bring it totally up to date.

    I'd try to find a consistent way of presenting your models, something clean and professional (the way Canard Laqu
  • Josh_Singh
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    Josh_Singh polycounter lvl 18
    I am just like you Kak,
    I prefer the old skool stuff as well. So I mostly do it for my personal projects.
    Mop is right, if you want to do this sort of stuff as a job, and not work on handhelds, it's gonna be pretty rare. Unless you get picked up to work on some Tycoon games or edutainment titles.
    I think your peices are awsome. I think you have what it takes to get into the game industry. But you will have to do high poly normal mapped stuff at sometime in your career. So, learn to love it. I would suggest having at least one or two nice normal mapped characters just to show you are familiar with the tech.
    But also, I think your stuff shows your talent, and that's what companies are looking for. Just don't turn down companies just because they want you to do normal mapped stuff. Plus zbrush and mudbox are fun!
  • Spark
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    Spark polycounter lvl 18
    I agree with both MoP and Ghost on this one, great work with some awesome style. Love the little chubby guy, but just not enough to show quite yet. Alot of companies are changing from the old school low poly work, with computers and consoles now being able to push more, all the direction is leading that way. I think you should also show some of the high poly knowledge you have, as that will put more interst in your range and abilities. Again, great work and I am really looking forward to seeing what you will come up with next.

    Spark
  • poopinmymouth
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    poopinmymouth polycounter lvl 19
    You're one of the greatest new posters on polycount. I've oohed and aahed at each post you've made. You definitely have what it takes, but I'll second Mop's advice on more finished 3d stuff clearly presented. Once you get that it's only a matter of time till you land a nice place. As for finding a place doing more stylized stuff, hunt around, it's out there. Target studios in specific who's work you enjoy.

    poop.gif
  • Kevin Johnstone
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    Kevin Johnstone polycounter lvl 19
    Shame you're lookig to get away from the next gen stuff, love your Peril sur Akryls and we're still looking for hi poly artists here at Epic. The cityscape stuff is just stunning.

    r.
  • kakikukeko
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    kakikukeko polycounter lvl 17
    MoP, ghost, spark and poop,
    wow, thx a lot for taking time to reply me,
    I'm glad you like those characters, coming from talented and inspirational people like you, it really motivates me..
    I planned to present them the same way, all on a base like on this one ,
    I suppose I'll finally make one character with normal map..
    thx again!

    Rorshach, thx for your comment, Peril on Akryls is probably the work I'm the most proud of.. smile.gif
    Well if I could, I would model some high poly props or character one week, some low poly stuffs the next week, light an cinematic environment an other one, do some compositing, some textures...
    But it's not how the industry works right? it seems studios look for specialists.. and if I have to specialise, then I don't want to do high poly stuffs all the time.. smile.gif
  • Mark Dygert
    Kak, it depends on the studio you work for. Smaller studios tend to have a handful of really talented people who are generalist and have their mitts in everything. You will also be asked to do things not in the job description and it will more than likely be something you have never done before. It seems like the bigger the studio the more pigeon holed your choices become. In general you can also command a higher salary and have an easier time finding a job with big studios on your resume.

    I work for a small studio and I love the creative freedom I have. Also our work is all pre-rendered so it can be as high or low poly as you want it to be. I lean toward low poly since it saves me on render times, but its nice to dabble in high on small, highly detailed scenes.
  • poopinmymouth
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    poopinmymouth polycounter lvl 19
    [ QUOTE ]
    Smaller studios tend to have a handful of really talented people....

    [/ QUOTE ]

    I'm going to disagree. Most of the time small studios don't have the budget to attract "really talented people".

    poop.gif
  • Kevin Johnstone
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    Kevin Johnstone polycounter lvl 19
    We hire non specialists more in the environment side. Level designers are splitting into Gamplay LD's that build the shell and Mesher LD's that mesh out the levels with the environment assets, light the level, build extra pieces on the fly and make new shaders , anything to bring it together.

    Typically the meshers need to be able to do a bit of everything.

    r.
  • Mark Dygert
    [ QUOTE ]

    I'm going to disagree. Most of the time small studios don't have the budget to attract "really talented people".


    [/ QUOTE ]

    I would have to agree for MOST of the studios out there that are small. But it depends on the type of games being made and the man power it takes to make them. Mine is more or less the exception to the rule I guess. 16 titles published, 11 years in the bussiness and offered me more creative freedom and money, than the bigger studios did. So they might be rare and you might not have found one yet but they do exsist. They have also had a very stable work force, I was the first new hire in 5 years and the only person in the company that doesn't hold a degree.

    Unless of course you're calling me a no tallent hack but I'll cross that bridge after you burn it =P
  • Kevin Johnstone
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    Kevin Johnstone polycounter lvl 19
    how about whiny indignant no talent hack!? smile.gif

    r.
  • Mark Dygert
    Back to the bottle you... You're more creative than that =P
  • Kevin Johnstone
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    Kevin Johnstone polycounter lvl 19
    Just to be clear for all, I am completly kidding here, Vig I want to have your love child!!!

    r.
  • Mark Dygert
    Oh my ego, I'll never be able to fit it in the car, looks like I'm trapped at work.

    Just to be clear Ror's tallent does not come from a whiskey bottle. I hear they only let him drink at work Mon, Wed, and Friday.
  • tacit math
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    tacit math polycounter lvl 17
    well. coming from a guy that as a rule doesn't do any texture work. i accept that i would have a hard time getting a job in the games industry with a modelling only portfolio. whereas i think somebody with really strong texturing skills will go a lot further. even if their modelling work is so so. ultimately though. from an employers point of view it would seem to only make sense to hire those with the broadest range of skills. if they're available at such a high caliber

    and kakikukeko. i think you're doing some damn fine work man. i shouldn't expect you'd have too much trouble

    .
  • moose
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    moose polycount sponsor
    those are some hot ass textures, love em laugh.gif

    You seem to have a very diverse skill set, and that can only benefit you. As it does help to be a master of few, skilled of many, knowing and being good at a handful of disciplines will only make you more valuable - because they can put you on anything and know you'll do a good job, or help pick up in areas when needed. I would recomend picking your one 'master' area and go with it. Your other skills will show in your portfolio and where you are willing to pitch in.

    i really love the stupimon. hahaha so cool smile.gif
  • kakikukeko
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    kakikukeko polycounter lvl 17
    thx everyone for all the sweet words and the informations here.. special thx to the two whinos up there... wink.gif

    one more question, is the rigging always part of the character artist job?
  • MoP
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    MoP polycounter lvl 18
    In my experience, rigging is often done by the animator, not the character artist... although it's still good to know yourself so you can make your mesh work well with a rig.
  • firestarter
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    firestarter polycounter lvl 19
    More often than not, the animator will rig and skin, and more often than not, you`ll wish you`d done it yourself wink.gif
  • kakikukeko
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    kakikukeko polycounter lvl 17
    lol firestarter! ^^
    thx smile.gif
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