I do wish that iterations in portfolio artwork were prioritised, meaning that there would be a focus on showcasing progression. For the moment most portfolio advice is centered around first impressions and demonstrating fundamentals which doesn't really assess for resourcefulness and resilience that a demonstration of…
Ah you meant artists that only have high poly artwork in zbrush in their portfolios and have not demonstrated a full pipeline from sculpt to low poly. I thought you meant that juniors who could do hard surface zbrush like keos masons were easy to find right from school lol. That technique is challenging to master and I…
someone could tell you that it is a handicap and you aren't a true artist or character modeler if you cant someone else might say it's nonsense and that every studio they worked at used base meshes if the goal is to get a job i think that it makes sense to try the path of least resistance first and only upgrade your…
Atleast in AAA, a basemesh is very commonly used and a lot of the model is spliced together from exisiting assets. Very rarely did a character artist in studio have to work from scratch and if they were assigned such a task there was considerable time alloted for it. Lot of the work was outsourced, so its more a matter of…
This is what I've concluded as well while I'm working on my own character portfolio. No one would know or even care whether or not you use a base mesh since most people in the industry do and ultimately everything you sculpt is going to come from some kind of base object anyways. I personally say find the best base mesh…
You could also use a base mesh and focus on detailing, from my consultation with senior artists they are okay with using base meshes for portfolios. There's also more emphasis on the high poly since automation takes care of a lot of the process to make models game ready. And a greater focus on hair which is challenging to…
The issue is that I've not actually seen any prop modeler positions at the junior to mid level unless its 3rd party outsourcers like Dekogon. Ubisoft Toronto has Model artists, but at other studios its more specific like Weapons Artist, Vehicle Artist, Hair Artist, Clothing Artist, and sometimes its just Character Artist…
I'd definitely look into creating some work samples to the best of your ability with whatever approach you feel most comfortable with and then seek out critique and mentorship from a senior artist (preferably in the studio you want to join) The resources from Amir Satvat in this topic,…
All schools over here. There are a few exceptions, but generally speaking solid zbrush based juniors are super easy to find. I mean we work in a niche and our work is heavily focussed on being very clean and polished. Being able to model, to create your own basemeshes is just very valuable at that. It also saves time down…
I was hired in my first AAA job as a character artist and my task was working on player heads for FIFA 23/FC 24 My coworkers came from a variety of backgrounds and all of them had different hiring experiences, from my lead who works on marvel/dc statues and came from a background in construction, to coworkers with…