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Portfolio Feedback/Breaking into the video game industry.

Hi,

I've been in the graphic design/multimedia industry for a while and would like some advice on how to break into the video game industry. I've seen mostly senior modeling jobs. I have found a mid level position before but all want you to have experience with working on games. Is there such a thing as an entry level 3D modeling position? Would an internship be my best option? I have been self learning and working with friends to get myself up to speed. Environment modeling is my strength but I am also working on character modeling. Thank you for any feedback you may have.

Sincerely,

Brandon

http://www.brandonsmithart.com/3dart2.html

Replies

  • walreu
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    First thing would be to decide either character modeling or environment stuff. Trying to do both isn't a good thing..
  • Ravanna
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    ...until you realise there are never any junior character artist jobs in the UK, so you are forced to give up and transfer to environments to increases your chances by 1.5%.
  • PyrZern
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    PyrZern polycounter lvl 12
    - Thumbnails aren't really interesting.
    - More presentation. Just a render isn't enough to show your skills. Show wireframe (especially if it's low poly), show poly count, show texture map, show high poly shot too.
    - Don't show WIP. Finish it first, then put it up.
    - Your Resume page doesn't have 'Back' or 'Home' button to click. Don't rely on user to hit Back on browser.
    - No image should be wider than 1000-ish pixel. It's ok for user to scroll down to view the entire image, but it's almost unforgivable for user to have to scroll horizontally.
  • bsmith360
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    Thanks PyrZern for an actual response.
  • proximity
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    proximity polycounter lvl 9
    the first 2 comments are legitimate responses, to be honest most of your work is hard to distinguish you skill level because you have created various assets and creatures which have no grounding in real life, as you havnt shown your concept it will be hard for employers to know whether that is what you were aiming to create or if it was just what you settled for.

    Also the other objects you have created do not demonstrate a high skill level, the rust on the fire hydrant doesnt look right. the grave stone is quite muddy and your glock material definition is quite bad and it doesnt seem to have a high poly.

    I think take a few real world assets and really push them spen alot of time on them and look at alot of reference this will help you to create tangible objects that employers will be able to relate to.

    Good luck though :]
  • bsmith360
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    thanks proximity for your input.
  • System
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    System admin
    The occasional wireframe would be nice if it's worth showing. Tech specs are a must. Tris & texture sizes, maps used, time taken.
    Disagree on showing concepts, if your work is good, your work is good, end of.


    The lettering on the gravestone seems to be extruded and not engraved. Try flipping y axis on your normal map, as someone once suggested to me.

    The grenade has the nicest render setup of all but the textures could do with more clarity. If your going to get in that close make sure you have fully optimised uv's and have a large enough texture map. Details should always be crystal clear with no blurring.

    Potential wise, the Alien mutant worm egg wins! It's a nice piece to put in a scene and I would focus on that and maybe come up with a scene and post for crits in P&P - while the iron is still hot with Prometheus at the box office.
    A good scene and good SEO will help enormously.
  • Rurouni Strife
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    Rurouni Strife polycounter lvl 10
    If I was an hiring manger: Your high poly models look pretty great, so that's a great start. Everything after your mutant egg looks meh. It's hard for me to tell exactly what level of skill you have texture wise. I guess it's pretty good based on those high poly models and the egg but I'm not sure.

    But if you're looking for work, realize that you don't have any game industry experience. It's a pretty save bet you'll need to start on the low end of the ladder, either as a contract artist, intern, or temp. Having design experience and that background will definitely help you I think however.
  • bsmith360
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    Thanks GCMP and Rurouni Strife for you input. I was very helpful.
  • IchII3D
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    IchII3D polycounter lvl 12
    Once you reach a certain level of skill you will have no problem getting a job, even without experience. Currently your work isn't at a recruitable level, assuming your looking at AAA next gen titles. You need to improve your basic skills and keep moving forward.

    Like many people have said it will benefit you to choose a path to specialise in, if you decide to go down the environment path (its a lot easier to get a job as an environment artist) you will need to show a clear understanding of composition and all the skills it takes to put together a full scene.

    I would highly recommend some of the Eat3d DVD's on texturing and modelling to improve your basic skill set.
  • Jet_Pilot
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    Jet_Pilot polycounter lvl 10
    I didn't read anyone's comments so i don't know if this has been said but i like the image break down you use for the worm egg, and all the different angles of it. you should do that with the rest of your objects. And don't be afraid to get closer to your objects and of using larger images to display them.
  • bsmith360
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    I took some of the older props off of my web site after reading some of the feedback. I will get to work on making the other pieces stronger. Thanks everyone for your input.
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