Hi everyone, I'm working on a Modification for the First Person Shooter "Squad". I'm doing most of the work myself since it's basically a hobby project close to my own heart, a labour of love. There is one thing though that will simply take too much time to do myself, especially since I never did it before, and I want the…
I would not recommend trying to get a job other than the one you actually want to do at a studio. If you start as QA or a production runner etc, that is what people are going to view you as, and transitioning out of the role might actually become harder than just getting hired as an artist. Looking at your artstation, your…
wow!!I just fixed it.I recommend everyone who use ZBrush to do the following. 1.Make your final UV for lowest subdivision model. 2.Do not go for creating maps(color,normal,displacement etc),for now. 3.Switch to lowest subdivision level. 4.Under tool menu>UV map,then click on Flip V.This will flip your UV in vertical…
Your rig pose and skin pose can be different, they don't need to match. So you can rig in a T but once the rigging is done you can deform it into the A-Pose and skin your mesh. sometimes it is easier to model in an T-pose too, but after the hands and arms are done deform it into a A pose so you can work on the shoulders.…
I actually thing degrees are favoured by employers more than is suggested on here... at least in the UK anyway, I can't speak for the US. Here's why; I know 7 people who applied for jobs last year, 5 artists, a concept artist and an animator. 5 of those had been to uni, all had similar quality folios (a couple had slightly…
I myself have recently graduated from a BSc (Hons) Games Design Degree. I wasn't "the balls" of the year, but I was probably in the top 5-10 out of say 80-90. I had alot of people asking for my help from things I wasn't taught but learnt on my own back through research and places like the Polycount Wiki. For my final…
Its good youre trying stuff out, I wouldnt dismiss it so casually though. I think youve missed the point of substance designer, as far as I can tell its very useful and time saving for a team on a big project as materials can be shared and edited easily and used in painter by many artists at once. Maybe its less useful and…
Not so much "too far" as there's sort of rules for making appealing stylized proportions-- you can break 'em, but you have to know how to keep it balanced. Wulverblade seems to do this by having huge heads, tbh. The arms are also kinda stretchy, so they can retract to looking about knee-length, but sometimes be so long…
Your link is broken - it should be http://jh-art.demographyplus.com/. With a portfolio, quality ALWAYS trumps quantity - 3 good pieces are better than 5 mediocre ones, or even 3 good ones and 2 mediocre ones. Once you have 4 or 5 good pieces, then post them, then cull the worst ones as you add more. Add your name & contact…