Some real feedback on rates guys: Basically it comes down to this: Are you experienced enough to do the work quickly and with minimal fixes? If so then hourly may work but it really depends on your rates. Asking $20-30 per hour is an avg rate, but again it depends on the client's size, budget and what the asset is. Most…
I like your character designs. I think the concepts themselves are worth building on top of. As a portfolio applying for AAA work though, I think there's some issues. Texturing is the first concern. Even though it's a cartoon, just having flat colors isn't enough to demonstrate you fully understand materials. Especially…
Here's some advice for you... take it with a grain of salt but its free so... Depending on the type of company you're hoping to work for, you don't actually have to be a good texture artist in order to be hired as an environment artist. If you want to work for a AAA developer, then often times the design process is broken…
Hey, haven't I seen your work on the Unity forums as well? I'm no expert to offer useful critiques, but I was admiring some of your scenes here and thought I'd share a few opinions since you asked: I like the angularity of this corridor -- it instantly grounds me with that classic sci-fi look. The color scheme isn't as…
Personally do not see age making a large difference in ability to be a skillful artist. I personally was in the industry at 17 (turning 21 in a few days), just takes dedication. My suggestion is to put your head down and find a specialty. Sounds like you enjoy environments, so start reading and watching tutorials and…
You mention "game design", that is actually a separate discipline than what you listed 3d, art, animation, and programming. I suggest figuring out from among these things what it is you actually want to do. Most people in the mainstream AAA game industry will hired as a specialist in one of those disciplines even though…
If you are still looking for a job and putting together a portfolio, I'd focus more on making beautiful art before thinking about the technical aspects of it. When looking at other people's portfolios. Its more glaring to me that people have wasted polygons, rather than used too many. "Too many" is very subjective. But an…
I think you got a lot of good pieces, however, from my understanding, going for an environment artist position really requires a lot of ambitious setpieces that instantly scream wow to an art director. There's a great thread in the Careers & Education section that shows portfolios that got people the job in AAA. If I were…
Hey guys! So, I'm Danny, I'm 26 and originally from Derbyshire, UK. I've been on this section of the forums from the very beginning (I was actually the one who emailed polycount requesting it) but then I promptly dissappeared and haven't been posting or commenting nearly enough since then. I do scour through every few days…
Using photos as a base is one way to produce textures. In case of an ashpalt texture, you would first make this photo tileable (inside e.g. Photoshop). You could then use a program like CrazyBump, nDo or Bitmap2Material to extract the individual maps (normal, specular, etc.) from the photo and fine-tune them individually.…