I like your art! The first 3 images are great, and the lovecraft too. A few pieces might be hurting your portfolio, I would suggest removing them: * cyberpunk-character-3000.jpg (rendering and proportions not up to par, compared to cyber-junkie for example) * Tanker-painting9FLAT.jpg (rendering isn't as good as your best…
You've got a lot of answers already from the experts lol.. Keep in mind these things though: 1. You could learn texturing way faster than 3D modelling since you're a 2D artist. So look at something like Borderlands for example, the game is all about the textures, and you could definitely master this style in the near…
Hey, thanks for the advice. No worries, I'm not delusional enough to think my work is anywhere near good enough for the companies I listed. ;-) They are a long term goal, something to aspire to. The studios I interviewed for, were small mobile/casual companies. I wanted to get started on some work, mainly so that I would…
Hey, thanks for the advice. No worries, I'm not delusional enough to think my work is anywhere near good enough for the companies I listed. ;-) They are a long term goal, something to aspire to. The studios I interviewed for, were small mobile/casual companies. I wanted to get started on some work, mainly so that I would…
Thank you for sharing your experience. I'm definitely going to continue doing some 3D, as I use it a lot to start my concepts. My dilemma was more about just continuing to do my messy, concept art type of 3D vs learning to do proper production 3D, which is another beast altogether. Maybe I'll try to do more handpainted…
If you love 2d, stick with it. One thing you should work on is not just finished pieces. Do silhouette studies and also sketches. Maybe do some character or hero prop concepts. In a studio, you usually go through a thumbnail phase, a sketch phase, and then a final concept phase. Having examples of a piece of art at all…
Hey Yamsha, saw this on the frontpage so I figure I'd give a quick reply. I've worked as a professional concept artist since 2008, for various companies in mobile and AAA production, and I have several friends on the Deus Ex team at Eidos. A lot of people will want to give you advice, and although keeping an open mind is…