I was hired in my first AAA job as a character artist and my task was working on player heads for FIFA 23/FC 24 My coworkers came from a variety of backgrounds and all of them had different hiring experiences, from my lead who works on marvel/dc statues and came from a background in construction, to coworkers with…
Well generally speaking no, just being good enough isn't enough. You have to go beyond just being good which means self-promotion or rather being proactive in trying to get hired. For me I tend to go to Comic Con as they have portfolio reviews. Its mostly for 2D, but sometimes people will show up who want 3D artists. This…
Do you mean sub d modeling for hard surface props is preferred at your studio for high poly work over zbrush hard surface sculpting? I was under the impression that competent hard surface sculpting artists were more sought after considering how challenging that skill is to master. Personally I pivot between both, so it's…
Both actually, you can usually just see their focus very well. And zbrush heavy work often just isn't clean enough for our or our clients needs. I will not call out artists, good or (to me) bad folios. It obviously depends on the needs of our projects and the folio is also always just the door opener, not what settles any…
For any artist that still feels that they are not at a point to apply to jobs, I would definitely try and network with a mentorship focus. This would enable a long term connection/commitment early on and with the situation the industry is currently facing, many experienced artists are more than willing to accept connection…
"There's also more emphasis on the high poly since automation takes care of a lot of the process to make models game ready." ... That's pretty much the last thing someone interested in learning character art should consider. The point is not to learn this or that ultra-specific workflow from this or that studio. And @Rima…
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. Ubisoft Toronto has Model artists, but at other studios its more specific like Weapons Artist, Vehicle Artist, Hair Artist, Clothing Artist, and sometimes its just Character Artist…
Yes, partly due to lack of interest. But a challenge from the past could be done today too :-B Maybe you just need to do a character that looks really hideous, because then it can only go better :relieved: But seriously, the most I learned from doing those challenges is too not care/obsess as much and just getting it done…
I've not made any progress on this front. There's something I've been wondering about. How often do character artists have to work from scratch, anyway? One of the reasons I'm paralysed is some kind of impostor syndrome. I feel like if I make something decent off the back of a basemesh, it's because the basemesh was good,…
If I wanted to have others decide things for me, I wouldn't be asking so many questions, would I? I'd just jump on the first thing that's spoken with enough authority. Congratulations on your work, good for you. But just for your information, no, I haven't been sat on my arse the whole time this thread has existed just…