Ah you meant artists that only have high poly artwork in zbrush in their portfolios and have not demonstrated a full pipeline from sculpt to low poly. I thought you meant that juniors who could do hard surface zbrush like keos masons were easy to find right from school lol. That technique is challenging to master and I…
I'd definitely look into creating some work samples to the best of your ability with whatever approach you feel most comfortable with and then seek out critique and mentorship from a senior artist (preferably in the studio you want to join) The resources from Amir Satvat in this topic,…
This is what I've concluded as well while I'm working on my own character portfolio. No one would know or even care whether or not you use a base mesh since most people in the industry do and ultimately everything you sculpt is going to come from some kind of base object anyways. I personally say find the best base mesh…
Hey , glad to see someone on the same boat as mine ( im also in my late 20s and i started learning 1.5 year ago ) , im afraid you are making the same mistake i did so im gonna make a conclusion of all the advices i took from other people who work in the industry " This is what I would recommend you and anybody who is…
I think at minimum, having a Linkedin and keeping it updated is a good thing to do. It's pretty much a database of searchable resumes where recruiters like to hang out, so it is helpful in that regard. You don't have to post a lot or try to "network" by commenting on things. Just have it, keep it updated, maybe post stuff…
There are people like that? But....You can't model for shit in ZBrush. And even that aside, if your skills only extend that far, you can't finish anything, or even just do anything with it except make a static sculpt that sits there doing nothing. I might be a bit fixated on some things, but even I know that. When it…
You could also use a base mesh and focus on detailing, from my consultation with senior artists they are okay with using base meshes for portfolios. There's also more emphasis on the high poly since automation takes care of a lot of the process to make models game ready. And a greater focus on hair which is challenging to…
Well its a little hard to go by what you see online. Kind of like some people are saying in the LinkedIn thread you posted, these positions that are listed externally sometimes get filled internally and you the job seeker essentially wasted your time applying. The ATS system in place also hurts since it'll screen you out…
Atleast in AAA, a basemesh is very commonly used and a lot of the model is spliced together from exisiting assets. Very rarely did a character artist in studio have to work from scratch and if they were assigned such a task there was considerable time alloted for it. Lot of the work was outsourced, so its more a matter of…
"The issue is that I've not actually seen any prop modeler positions at the junior to mid level unless its 3rd party outsourcers like Dekogon." Not every position that a studio relies on to operate is listed, therefore you can't infer how studios work just by looking at their job openings. Such openings are, by definition,…