wow aweswome. thanks for all the responses. that helps a ton, and clarifies things for me a lot. i dont have difficulty with poly modeling, for the most part. i should have been more specific. I'm more interested in anatomy, but i understand that ideas come from everywhere.. soo iii guess that last statement was pointless.…
Like mentioned above, you need to find a specialization, character art, environment art, prop art etc etc and start creating quality pieces for your portfolio. To get considered for a job at a studio you need to have game ready assets. For instance, texture the Renault FT and make the tiger highpoly a bit more interesting…
my workmate uses sketchup to do our concepts as base models and then when he gets sign off on the silhouette he goes into more detail with a proper concept paintover in photoshop with layers of phototextures etc. its a really nice workflow and does still involve some traditional painting which is always good fun. Great…
Valve probably has access to tools that let them make their capes double-sided, but we don't and it's expected that we make geometry double-sided when needed to work around it. The models that Valve gives out are often not representative of what you need to do to get yours working in-game - they often exceed the polygon…
Sadly I have to say it's really hard to enjoy movies now. Whenever I see something (especially Sci-fi or Fantasy) I always think how I would approach the model, textures, etc, etc. Sometimes it really drags a film down for me because A. I either notice thing that are wrong or B. I'm so focused on "how should I do this" I'm…
Fantastic work! I agree with S_ource about the bike's colour. Also the chair is great, but you could add a bit of interest with a simple tear near the base or somewhere. Even something well kept can get a little tear where it would get pinched, etc. Also the outlet prop seems too clean, especially for something that would…
Well aswell as technique also consider the thought processes that often define aspects of the workflow, so while your modelling/sculpting/texturing think; "Does this object have logical wear and weathering?" "Does its material types differentiate well from each other?(eg metal, wood, cloth, plastic etc)" "Would this…
Regarless of the model quality and textures etc... How long did it take you? (think, how long should it have taken in studio conditions) What do you consider your hourly rate is? (be honest and dont under sell yourself) Factor in a little extra for software licences, etc? +50% maybe? thats up to you (dont be greedy)...…
here is a more complete portfolio - https://www.facebook.com/media/set/?set=a.292834167439158.77263.100001377317107&type=3&l=afb4ec5d22 Im wanting to be a concept artist for game and film development - like do the developmental art for characters, environments, scenes, etc etc.. - and or do the 3d modeling for them. I will…
Yeah Abrams gives me the irrits as a director. He's good in general and I think the Star Trek movies are his best stuff, but stuff like Lost and Cloverfield (and even these Star Treks) he's so into throwing in ubrupt "SURPRISE!" "SHOCK" "TWIST" Not like M. Night, but simply in a "whoa whoa bet you didn't see that coming!"…