So I officially have a foot in the door of the industry, or at least a toe. Last week I landed a job as a 3D artist at TerraSim here in Pittsburgh, creating assets for military simulation software

I know that it might not technically be a GAME art job, but I'm extremely happy that I will get to experience a professional production environment and improve my workflow while I'm finishing up school here. I owe a big thanks to everyone on Polycount for helping me learn enough to get the job, and hopefully I can post another thread like this in a few years when I land a job at Epic

Replies
topless, preferably
*edit - also, congrats!
I second the topless pics!
Congrats dude!
Like adam said, work on your portfolio as much as you can, but do take some time to relax.
Good luck with it, and I hope you're able to make it to where you really want to be soon. As others have said, continue working on your portfolio on your off time. It's not always easy to bust your ass more after a full day's work, but you don't want to fall into the trap of becoming complacent because you're able to pay the bills.
I'm currently working in a similar job. Just remember to keep modelling outside of work, because the chances of you using military sim stuff in your portfolio is incredibly slim. (we've had the issue arise at my work)
What kind of work did you submit to them when you applied? Or did they give you some sort of proficiency test in addition to a portfolio submission? Quite curious, as I've been eyeing serious software companies as a potential day job when I get to the States.
danshewan - Since I'm still in school, and I got the interview on such short notice, I didn't really have a proper portfolio to show them. I pretty much just grabbed any images of my work I could find and dropped them on a disk to bring to the interview. Since my main focus of the job is modeling and creating a lot of textures, I tried to show off my skills in those areas.
I can't speak for all serious software companies, but at least for here, pretty much all the assets are very low poly and rely heavily on photo-sourced textures. They were really just looking for somebody who knew 3ds Max and Photoshop very well, and could created accurate representations of real world locations and objects. As an experienced polycounter, I'm sure you would have no trouble landing a position as an artist at a software company should you get the chance.:)
Now, get back to working on your portfolio for Epic!