COMPANY: Arc Productions ltd ADDRESS: 230 Richmond Street East, 2nd Floor, Toronto, Ontario M5A 1P4 LOCATION: Downtown Toronto Arc Productions, a Canadian based CG animation and visual effects facility located in downtown Toronto is looking for a Rigger. With over 250 artists and technical directors and the most up to date…
Also, if it is a concept they did for a studio and not a personal work, you don't need to ask permission if it is just for a personal portfolio imo. Stuff that is done for a studio is the studio's work anyway, and you don't need to ask anyone to do fan art.
Mmmmmmyeahno. Definitely not how these assets were originally created. https://sketchfab.com/3d-models/for-study-only-summoner-rift-3d-export-ac0a9c6676e34d1ebb184d8e93443c77
red barrels are doing extremely well with their outlast franchise, a small studio and super profitable apparently. but then again, it was formed by a small group of industry vets with tons of experience at larger studios. not just 1 person but the initial studio size was a small team.
Ive heard from some smaller studios that they only get ~10 every day and they go through them each morning and only the big studios get a ton of apps. By this reasoning, a smaller studio giving 30 seconds each is absurd.
^^ this. Why would you work for a company that treats that badly? That being said if conditions were that bad surely that is a reflection of the management at that studio and not games studios in general and should not be taken as an indication of the management of other R* studios as some post have mentioned.
Hey, no problem at all. I was surprised to see how you felt when I saw the general quality level in your portfolio. You're good. In terms of the "quality", there are tonnes of AAA artists that do stylized work intentionally, but I would venture just as many who do stylized work/not-entirely-realistic work and just get away…
I read that in April's issue of GameDeveloper. There was an article in there about how the industry has changed, I'll summarize. In the 90's 3D art was an insanely closed and technical field, very few people knew what they were doing. It required specific software that ran on specific workstations that both cost about as…
The industry is not really telling you what to learn. It's just that most studios are using Zbrush over Mudbox. Both apps do what they are supposed to do, sculpt but they approach it from different angles. Mudbox is really an extension of Maya where a lot of overlapping functionality can be seen. Zbrush approaches things…
Depends from studio to studio, some of them require basic skills like you said, others require a more database like build for stuff to be synchronized on a sever XML style. It would be nice if studio's actually bothered telling what they are looking for.