It's definitely unprofessional for a studio to simply not answer once the art test goes in. I don't care how many applicants you had, how much crunch you do; it's simple politeness to at least send a copy paste email to tell the applicant that he was not chosen. I always prefer a unique mail obviously, but I can understand…
Hello! Some time ago I finished a project and thought I’d make a breakdown of the whole process from start to finish. This is not a detailed tutorial for every step but rather an overview over the process that I hope will help people (especially beginner 3D artists) get a better understanding of how the pipeline works.…
Some thoughts. * Quality over Quantity * Everyone wants a job as quickly as possible. Therefore, taking time to make sure your work isn't screwed over by this gives you a leg up (well executed work under pressure is a game artists' job, after all). * You're competing against the best of the bunch, not the basic minimum for…
Sounds like your off to a great start :) Also aiming for a studio you think you could realistically work for is a good way to design a portfolio peice in the style of that studio to show them you can do there style and are interested in there studio specifically. This is in no way a requirement. Modern/Realistic stuff is…
I think they all kinda have there pros and cons. 3point Shader Pros: - Quality Normals function (Edited this in ;) ) - You essentially have 2 environment map slots. Pretty nice for blending cubemaps. You can have a cubemap that is better at solid reflections in one and the other one be the one that has your more…
This is by no means a comprehensive critique, but I'll give my first impressions. First off, your work looks pretty solid for the most part, I just think the presentation needs work. I didn't see the link to your website until the end of the reel, but what I (and probably a lot of other people here) would say is that…
The UVWs have quite a bit of room available for use. It's generally a better idea to place UVs right next to each other. Sometimes rotating them a bit or using some Tetris logic to fit them as tightly as possible is required. For the UVWs, the scale should never be rectangles. It should always be perfect squares. The way…
Schell Games is a highly talented group of artists, programmers, producers, and game designers led by game industry veteran Jesse Schell. We're the largest full-service education and entertainment game development company in the United States. Since 2002, we've worked with world-class clients and partners to create…
I feel the version in the previous post is closer to the original, but it could be the material and focal length throwing me off. How proficient at 2D painting are you? You need to step back when you start to run into circles then iterate through possible changes quickly when you return. The way I go about this is to take…
Hi there. Congrats on graduating. I feel where your coming from regarding not getting that criticism you need at school with your work. I'll share some thoughts I have on your site/work. Overall -Site seems easy to navigate, there's art instantly in your face which is good. -I like the fact that you have wireframe/AO on…