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shoncee
06-28-2008, 11:48 AM
Hey, I'm a recent 3d art grad. and I have been having a hard time trying to put together a decent portfolio for a environmental job. I was wondering what are some of the things that companies REALLY LOOK AT when there trying to hire for this position. I mean is lighting extremely important, because I kinda suck at lighting or anything that I need to know, because I am at a stand still....LITERALLY!!

Mr. D
07-02-2008, 06:06 PM
Hello

First show you can handle the technical side, meaning do shots showing your model in wire/flat shaded mode. Then show the model textured and try to use in addiction to your standard diffuse texture, bump/normal maps, opacity, specular etc... Demonstrate you understand how build at a lower poly level but understand how to use other techniques to make it look like more is there than there really is. Try to have some variety, standard city, furture city, ruins, various landscapes, interiors...etc.

Show other skills you have as well that might deal with enviorments, not just lighting but also can you do water, sky's, fog, weather rain/snow. Can you make plants and trees, both 2d/ and 3d.

As to lighting go on the web and look for photos of scenery you like and try to figure out how the scene is lit. Not just where the light is coming from, but how does it bounce and reflect, how is it effected by the objects in the photo; then try to duplicate those qualities in your own scenes.

Mr. D

Brashon
07-02-2008, 11:55 PM
Thanks so much for your help Mr. D. It seem like I have alot of work cut out for me. I noticed that you mentioned using particle effects such as fog, weather, that is one thing that i truly suck at. I hope that is not going to hurt me as far as getting a positioin though. Now what do you mean by creating both 2d plants? I don't know about that one. Well once again thanks for the help it really help.

Mr. D
07-07-2008, 09:36 PM
Hello

They're also called billboards, alphaed texture on face. Play a video game and move up close to some bushes and trees and you'll notice they are composed of a series of crossing faces with textures. Most of the time the action of the game, or way a level is designed they prevent you from getting too close to notice. It's a way for you to get a tree in the distance for the cost of a couple of faces and a texture.

As for rain and snow, try your best, look at a few tutorials, just remember it is not how great you can do those effects (keep it simple) but that you can build a rainy or snowy scene (snow drifts, rain puddles, color changes in textures due to condiction). Just showing bright sunny scenes tends to mean that's all your can do. So remember nothing overly complex for these, just concentrate on a small quality scene to show you are able to handle various enviorments.

Mr. D

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07-07-2008, 09:36 PM
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