Ohhh man, I still have all of my art crimes against humanity on my hard drive, might as well share a couple. Might not be for the faint of heart. One of my first attempts at a head from 2011 Another one. Posting this actually kills me a little but I guess its good to let it out. This was the moment I realized I needed to…
Looks really nice man! :) I'd forgotten we're getting a new Star Wars film soon! There's nothing stopping you going back and making a specular map for it. In fact I'd suggest that you do unless it's an artistic decesion not to. 59K polygons is very dense - I've heard of AAA using like 30K polygons for a character (I think…
Hey man! I feel you. I've been in the similar position. What I suggest is that you try to land a job in the area you want to land a job in. Sure you might not be able to land a job in a AAA studio. But something smaller and in worse case a visualisation company could be achievable. You can always take a cut in the pay.…
Personal experience from my last year of looking for a job. Though 2 points that might help clarifying: 1. I was building the portfolio through the year, so its not like all rejections are based to the current state. 2. I was only appyling to AAA companies in Europe, with realistic styles, since I recently moved with my GF…
This is not how things are done the games industry. You're not even using all those unique pixels for unique details! As people have said, you need to learn about tiling textures and modular pieces. Additionally, there is a lack of reference, lack of detail, and things are very boxy. Look at AAA games! That's the polish…
I' say what is expected totally depends on the company, the project, and yourself. Some companies are working really slow, some really fast. None of your questions can really be answered with a clear answer. A character can take from one day to one month to complete, totally depends on what game/importance/schedule you are…
well, yes and no. Established game studios / publishers already have their IPs they are working on. It's not like one guy comes up with a game idea "hey lets build this or that" and the studio hires the guy and builds the game. There are many people involved in creating a new IP and it can be a long process. Think about…
Ah, be sure to fully explain what you are shooting for in your description/first post. I was under the impression you wanted to make a AAA current standard prop. A PS1 era prop is a different ball game. I am not fully aware of the workflow for that era of game development. I'm not sure they used Specular maps yet, and if…
I wouldn't do this cause I know not to get into these sort of "deals" but if I were a person of this magnitude a bat & location helps. :) Seriously though, he's also on these forums cause he used this very forum to find people to help him/her/It. If he didn't inform you I would take the advice icon is stating to get…
Unreal Engine just released a ton of content for free from their game Paragon I think it's called. That's huge because that's a really nice, modern, AAA title -- so you expect these models are built to not just look good but also perform well. And there is several games you can get the modkit to for free as well. Like…