I have a master's degree in architecture, worked in the field for 2 years and I'm hating it. During that phase I did a lot of research to learn more about myself and specifically what I like to do at work and what I do not like to do. Turns out I only enjoy creating 3D models. Not just buildings but also tiny household items too. The 3D industry looks immensely more life-fulfilling than the job I have now.
I'm starting to learn Maya and substance painter. I'm WAY too early to be looking for jobs as I'm barely learning Maya, but I do like to plan ahead. When I get inspiration from Artstation, it is hard to be motivated because you're looking at people who have years and years of experience on top of you. Trying my best to make my new portfolio as presentable as possible.
As I'm learning the program I've been trying to see how I can find ENTRY LEVEL jobs? I have see maybe 2 entry level jobs on artstation, or linkedin, or ziprecruiter since I started learning Maya last month. How does one start in this industry? I'm in Los Angeles so you'd think it would be easy, but it turns out, it is not. Most jobs that are 3D environmentalist jobs require 3 years of experience with AAA game work. And for level design jobs, it requires scripting/code knowledge? Hopefully I can land a simple 3D modeler job. I'm open to literally anything to get my foot in the door.
Any advice is appreciated, thank you!
And here's a couple unfinished models I'm working on. My goal is to have a few more simple models, then I'll work on bigger personal projects like 3D modeling the place where I live? I think I have to have at least 1 building modeled in Maya in my portfolio.
Replies
https://polycount.com/discussion/230760/i-need-some-advice-on-my-portfolio-and-jobs-seeking#latest
not the same situation but there is pertinent advice (also saves me writing up the same sort of critique again)
Thank you. That's pretty solid advice for what I need for a starter portfolio.
Hey Andrew here's some general advice:
Regarding entry level job visibility and opportunities, these are things that are completely out of your control so I wouldn't worry about it for now. I would focus on the things that you are in control now. Certainly there are things that you can do later on that can help with job opportunities.
You mentioned portfolio but I would just recommend you focus on transitioning your current skills to game art now, look at job listing and understand the requirements. Create lots of small projects that forces you to learn new skills, as well as and most importantly iterating on previous ones too, so you level up on each project. When you feel you have a solid foundation on game art I would then focus on creating portfolio worthy 'in engine' projects.
It would be cool to see a building environment by you and what your architectural background can bring to the table, what your sensibilities towards scale, layout and flow should make it interesting. It would be an advantage to show that off and should hopefully set you apart from other folks.
You will at some point want to figure what field you want to be, prop, environment, hardsurface, world builder, vehicle artist etc. and align your portfolio towards that.
Anyway in the mean time here some interesting resources, there should be a few info on how they got into the industry which should give you better context on varied it can be:
https://www.artstation.com/pixelmasher/blog
https://envartpodcast.podbean.com/#
https://blog.vertexschool.com/game-artist-podcast/
https://www.artstation.com/learning/courses/Av/pre-industry-artist/chapters/PGg/introduction
If you haven't already...I'd recommend trawling through this board's sticky, a ton of relevant info helpfully collated in there just waiting to be dug up.
As for the stuff you've made thus far perhaps begin with those shared in your OP, maybe start a WIP for feedback subsequently polish and finishing them off so doing begin honing a skillset - well trodden path many had taken 👍️