I don't know if this will be of much use but I'd definitely recommend studying some colour from masters paintings, look into how when the highlights are warm, the shadows are cool, and how different materials have different levels of value in them. I do agree with studying your values more like Gavin says, the pictures…
wow this thread was forgotten. wel, now that i have time again, and i'm not in the mood for 3ding quite now [feeling very ill] i decided to improve that which has needed work since i first joined polycount, which i have been pushing off figure studies i'm gonna start off clothed, and maybe some taken out of references in…
While I'm 2-3 years away from having a presentable portfolio, I've been checking different studio's websites to see what their current hiring status is. That said, it seems the majority do not have many game art positions to be filled. Now, is this something I should be worrying about? I know focusing on the portfolio is…
I dont think this is entirely hand drawn. There is defienatly some CG in there. Im even more convinced after reading this: "Sergio Pablos will talk about SPA Studios’ accomplishments and goals, explaining how a small studio from Spain manages to originate a hugely successful franchise like "Despicable Me" and how it…
Pros -Could recommend schools that actually train students properly for the industry. -Set a starting minimum wage or salary -Force studios to pay overtime and limit crunches, which would hopefully cause better planning -Less turn over, more people may stay in the industry, have stable jobs, move around less. Cons -Unions…
most studios suck when it comes to communication, even if they show some interest in you. I had studios just disappear on me even after I started to have friendly email exchanges with their HR. So there was interest on their studio. Not sure what they're thinking - "we pretend to be interested, but not. Let him figure it…
None of that work is anywhere near finished. Quality aside, you need to at least have a number of finished projects in your portfolio. The artistic quality standards vary wildly between studios. Showing that you have the technical skills to actually complete a project is more important, especially if your only goal is to…
^^This^^ The overall content is very competent but the animation lets it down badly. It could be all one guy's work, but I'd agree that it's more likely to have at least in part been contracted out. The 'I' 'We' thing - Sadly it seems to be common practice amongst many start-ups in games and other professions that a single…
I think it's a mix off all of the above. At my company, we outsource to studios in China for the most part. A friend of mine at a AAA studio told me they are outsourcing a majority of their character work to senior level freelance character artists. Point is, instead of using intro level artists to help, a lot of studios…
Hi, Well you're right and you're wrong. I am a recruiter (but a lovable one), so you're definitely right there, but the jobs I put up last night are all for 1 studio. I got the requirement list in last thing last night. I actually have 32 more jobs from 2 other studios that came in since last Thursday and feel a bit like…