I'm not sure how relevant this shitpost will be, but I just have to speak up.
I've been doing 3d for three years now.(im 23yo) Thought it was my dream and the whole activity suits me pretty darn well, couse i love games and weapons and i love the whole process of making 3d. I have a pretty decent weapons portfolio that I've been working hard on. Yes, I realize that this portfolio is not top tier and that many people have much better pieces and for less time, but anyway. I can't find a job for about a year now, all jobs require experience, and the test tasks imply this very experience. But one of the main problems that many studios that gave you test tasks don't give you feedback after rejection, and you don't even realize what your mistake was. I applied to a lot of studios. Some of them told me right away that I had a good portfolio, but they needed experienced guys, some of them already had me on the short list, but again, there was a guy with experience who took my place. I don't understand what I should do, how much longer I have to knock on doors and get another rejection. Am I a loser or am I just unlucky? I have completely lost the motivation to create anything, and now doing it through the pain and remnants of discipline I have left in me.
I mean i know that im still probably young and everything, but i cant let myself spent more time for nothing
I apologize for the unnecessary venting and whining, I just don't have the energy anymore.
Here is some of my works if you are interested!
Replies
Maybe you can get in touch with Klean, he's a streamer who's making his own game. The artstyle is pixel art, not PBR, but he's into the mil-sim kind of stuff that you seem to be into. https://www.youtube.com/@kleanisklean/featured
either way, keep it up. Your work is good for 23.
As for your portfolio: Looks good to me, but I'm not a weapons expert. Maybe get rid of the pepe the frog sticker as some might see that as offensive (probably not people working on military shooters, but you never know, and it would be a stupid thing to lose a job over).
Then, three complex pieces should be fine in theory, but it's still on the lower side and might add to the impression of little experience. No one can look into the future, but I'd say if you keep at it and add some pieces, maybe broaden your horizon a bit from only weapons if that's ok for you, there's a good chance you'll get lucky sooner or later if your general situation is sustainable. Or you could go the way kanga suggested or do something in between, but the air is thinner at the top.
Edit: Maybe show some wireframes, textures etc?
P.S. What is wrong with pepe the frog? Whats offensive about him?
HR usually won't be the ones judging your skills (other than going through a check list), that will (hopefully) be done by the artists.
I do recommend diversifying into other applications for realistic 3d weapon models with the understanding that it's going to be mostly gig work for the foreseeable future.
'Don't listen to the naysayers!'
I have tried making simpler handguns and it is not easy. Your work is very good.
But I totally understand what you mean. Many studios want experience, but in order to get experience someone has to let you in. It's this evil circle, it's like the chicken and the egg.
this isn't new.
This is a pretty old thread now but I think Kanga made the best point really.
I hire people in the UK,
it's difficult for me to hire anyone from overseas in the first place - there's a salary threshold and it's well above junior money.
It's even harder if the source nation isn't "a friend"
It's basically impossible if that person is from an active warzone
I hired someone from the area in question before hostilities became "official" and it was a lot of expensive ballache, it'd be straight up impossible now.
OP is unfortunately a victim of circumstance - hopefully they can see past the disappointment and not lose hope long term.
Another thing is, you are trying to land a lead role in your first acting job. Weapons are made by the creme de la creme; they are hero assets. Players spend countless hours looking at them, up real close, so no mistakes can be made. They're also a huge technical headache as you have to take into account animations, modularity, effects, downscope variations... it's a huge mess. Your work looks very good but it's unrealistic to aim for a weapons job as your entry position. Your value to them is being able to produce less critical assets, quickly and reliably. You have artistic skill, so you just need to position yourself more strategically and you will get a job.
(Also, whenever I'm feeling a little burnt out, I sometimes re-listen to interviews of my fave artists and devs, or behind-the-scenes stuff from my fave games. The GDC YouTube channel also has some great stories from folks who have been through everything during their creative journeys, with some insightful nuggets of wisdom to share as well. Figured I'd share this in case this might help you or anyone else reading this!)