Hello.
I just graduated from the san francisco academy arts last week. Looking to do 3d environments for games, texturing, props.
Any recommendations of what jobs I should apply for?
Any recommendations that I should add or change on my website.
http://www.andylittletonart.com
Replies
-The wireframe lines are a bit thick on the helicopter, maybe make them a bit thinner.
-People in HR who might be looking at your website may not be the most tech savvy people and have high res screens. Maybe make the images a bit smaller or open up a window when you click on the thumbnails.
-I'd try to refrain from having my demoreel posted on youtube. See if you can get a higher quality to stream from your server? Most employers aren't going to take the time to download the high quality one if they're burning through websites looking at applicants.
-on the resume, I'd put interests last.
I think your chopper is the strongest piece so far its really good quality. If you want to go for an environment position i recommend doing at least one more environment. the lighting on your temple piece is kinda confusing, i see some red but only a small piece of your window is actually red. The statue right now is not really coming off as the central piece of the environment, some improvement in the lighting and a more unifying color palette could make it tons better. Your architectural elements are also conflicting with each other, hieroglyphics in square pillars, rounded pillars in the back, stained glass windows and different types of arches. Your mech dude seems to be being lit from many different directions too.
Keep at it man! You definitely got some potential!
anyways, noticed that you spelled "Corel" incorrectly on your resume. may want to change that.
PeterK- ya i agree i think i did push those grunge on the windshield to hard because the windshield still has to be somewhat visable to operate. I'll go ahead and clean that up.
Master V_12 - Ya im not to familiar with dreamweaver but i'll play around it more and figure out how to get rid of the *untilted documents*. Ya im definetly going to make a couple more environments. Im currently working on one environment in maya another one using the ut3 engine
Good work btw, Andy-- I remember the vast improvement in the environment that you showed us in Daniel's class last year. Weren't you working on an underwater RTS environment too? Maybe you could tune that more towards games, as you already had a lot of the assets for it from Bob Steele's class...
Plus, I agree with PeterK-- those windows are too dirty-- but you are already fixing that
Welcome to Polycount!
change it
that's straight from your first page btw... should be in the same place on every page.
I've yet to gain a job myself, but in the various interviews I've had, It's nice to be able to show that you can do "last-gen" (PS2/Xbox) work, in that you can show how well you can paint textures and understand lighting etc on a fundamental level. However, employers are looking for current-gen (PS3/360) art, so I would drop the "past gen" label until you have some current gen work to differentiate between the two. And even then, I would rather simply mention in the details that the assets were "made to PS2 spec" or something along those lines, because labeling it "past-gen" straight out does sort of give you a negative connotation, or it may very well give the recruiter the idea that you cannot do or haven't done current gen work.