I think the font in TheBeard's example looks a lot clearer at the auto-resized forum image resolution. Perhaps increasing the kerning or spacing between letters will help. Or even switching to a different font entirely. Otherwise, it looks good.
The client will need to be specific about what tools and technologies they want to use. For example, many programmers may be familiar with C++, but not DirectX or OpenGL, or even games. Otherwise your post is the equivalent of "I want an artist for my game!".
What jeremiah said. Keep in mind that some of the 2010 Plugins are not available in 2012 anymore and vice versa (Reactor/MassFX being an obvious example). In the long run it might be better to unify to one version. (If you can avoid it).
+1 on this. I'm actually trying to learn what I need to know to switch careers from vfx to the gaming indusry. And it just seems like it's going to get worse. Just look at what happened to Rhythm & Hues for example.
Actually that's what I am doing, the last one for example used Tom Cruise as reference, I just suck at likeness^^ Taking notes and analyzing the characteristics of the face before sounds like a good idea tho :D
Looks really excellent... good bake, good materials and details... only crit I could really present is that the polygon density is a little inconsistent, for example the curve on the top of the receiver, compared to the trigger guard. Very good work.
jimanjr : Idd add some more details on the cristal and make it darker to get the green leafs showing some more ; here is an example of a cristal texture http://4.bp.blogspot.com/-lVYUVTbSaOI/T9HDxt9laXI/AAAAAAAAAOg/ZfDlNZfBG4o/s1600/gem_diffuse.jpg
No. It's not o.k. Set some guidelines for yourself. If you are skilled and want to work for the company as a modeller for instance, why would you sweep floors for them? Yes this is an extreme example. Do what you do and work towards that goal.
That texture sheet could be packed much better. It could be 1/2 the file size of the original, and there's room to include the other pieces on the house... windows, shutters, door, etc. A super-quick example, but hopefully it explains my point.
If you use Xnormal, Use "Bake Highpoly Vertex Colors", and in the High Definition Meshes menu, uncheck "ignore vertex colors", but only do that after you baked your AO map, for example, or else the polypaint will affect it.