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
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
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
r.
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..
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..
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.
Smaller studios tend to have a handful of really talented people....
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I'm going to disagree. Most of the time small studios don't have the budget to attract "really talented people".
Typically the meshers need to be able to do a bit of everything.
r.
I'm going to disagree. Most of the time small studios don't have the budget to attract "really talented people".
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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
r.
r.
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.
and kakikukeko. i think you're doing some damn fine work man. i shouldn't expect you'd have too much trouble
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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
one more question, is the rigging always part of the character artist job?
thx