Sorry to hear that man. But, hey, Valentine's Day is coming up :D And like a few people have said, I think you're just limiting your chances. Being able to do a few different things well should get you something at a studio. I know with environments, a single level is broken up by a few different positions- is there…
what are your specs? Are you suppose to make next gen characters? If so, 10 weeks is not a lot of time, even if you are working full time on this stuff. Shiniku's advice is right on point. You are sorta doing things out of order. I would first get the proportions down (you need a head for sure to do this) and then at the…
So, what you're talking about creating is a 'Detail Map', in almost all current gen engines there is a slot or node able to handle it. A detail map is just a tiling high frequency map. If you just combine the high and low frequency detail in the main normal map you'll often end up with some that is way to noisy and has no…
Going through concept art right now. Debating on which scene I should create for the next portfolio piece. I suppose the focus should really be to sell the fact I can model, uv and texture a low poly environment with next gen graphics and a high poly feel to it. The options so far is this house and surrounding environment…
Your high poly models are definitely nice, but your low poly stuff still needs some work. For the upcomming next-gen stuff, don't worry about cutting too many corners to make a prop be under 2k. Your bumper car, for example, could use a lot more polies around the base. You're getting a lot of artifacting in your normal…
You can bake as many HP models as you want down to a single low poly mesh, as long as everything matches up in 3D space. It's not uncommon to have multiple HP mesh objects loaded into xNormal (my last project had 13). Personally I tend to keep my LP mesh airtight (for current-gen stuff) when I can because it produces…
Well to be fair, if you're entering, then you should go in with the intention of getting practice or learning, rather than trying to get free shit. They could just give out recognition to the winners, would that be better? It's great that they are willing to give away so much stuff to somebody interested in the contest. In…
Most "next gen" character artists don't rig or animate. The studio is going to have their own rigging and animation systems. Also you wouldn't outsource weapons to a character artist. So you aren't going to get a solid answer for your question. If you just want guesses on how long it would take to do a character with all…
Ah, sorry I missed that the first time. For weapons, you're typically viewing them from behind the right shoulder, so the top/right side of the weapon is the most important area. Frequently you'll need to make adjustments to the lengths of certain parts of the weapon to get them to read better - snub-nosed guns don't read…
It is inaccurate depending on your definition of AAA. If AAA is defined as high budget next-gen console projects, then the number of AAA character artist positions worldwide is closer to 150 - 200. The figure of 400 includes big-budget PC and MMO games. There are lots of options outside of AAA, of course. Assuming 10%…