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Old 10-06-2012, 06:34 PM   #16
Horganovski
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Brian Horgan
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Quote:
Originally Posted by Twimmy
Now I will admit that I got a little lazy with creating work awhile back (had to take a job to pay bills and it mentally drained me),


That's your problem right there.

We all have to start with crappy jobs, working crazy hours, coming home and working on personal work too, drinking coffee until our ears buzz. If you are hungry enough you won't care, you'll do it anyway.

Don't mean to be harsh, but if you want to be a specialist you have to be shit hot. You're not yet. I see 8 images on your site, none of which particularly stand out as being better than anything you'd find elsewhere on the net. Go and look at the top row at somewhere like ZBrush Central and see what the standard is like out there. That's what you need to be aiming for, models/images that grab people, not 'hey I put together a portfolio that shows I'm competent, now why aren't employers banging my door down?'.

That probably does sound harsh I guess, but I think there's some truth to it. Life is hard, there's a ton of competition out there. Accept that and decide if you really want to compete or not. If you do then just start competing. Post your WIPs on a forum somewhere where others will tear it down. Get used to that and learn from it.

Cheers,
Brian
 
Old 10-06-2012, 06:47 PM   #17
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Jon Anderson
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Quote:
Originally Posted by narenn
Overall you need to get some pieces in there that stand out. Here are portfolios from two friends that recently graduated from my school. They both have been landing jobs. Hopefully this will help.

http://www.cgcarter.com/demoreel/
http://doukie.daportfolio.com/


Those are fantastic example portfolios. I can see why they are getting work!

Its good that you can take a critique and not take it personal. Many cannot. Keep moving forward and put your time in to get good enough to be marketable to employers. Takes some serious intestinal fortitude.

ILM was just as tough to get in 15 years ago. Actually, even back then it was very tough. 100 people started in my college group and only 12 of us graduated. Only 4 of us got into the industry right away. Myself and another were already paid interns that went full time after graduation. The competition back then consisted of more artists that actually had traditional skills. However, those with connections could bypass some formalities.

*** I also strongly suggest you find out how to fill a need for th3ta since he is in your backyard and stated they are looking. Once you get in somewhere, your progress grows exponentially!

Last edited by XLNT-3d : 10-06-2012 at 06:51 PM.
 
Old 10-06-2012, 07:00 PM   #18
eek
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Charles Looker
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Quote:
Originally Posted by Twimmy
Hey guys,

I wanted to get your advice on how to break into the industry as a junior artist. I have been out of school nearly 2 years now and still haven't been able to land a position anywhere...

Portfolio: http://cargocollective.com/chadtimmerman


Its hard for me to chip in too much as a tend to do more rigging and scripting, but what I'd would ask is 'What do you want to be doing professionally?' - characters, vehicles, props, environments etc?

You definitely have good solid fundamentals from what I can see - but i don't see any wireframe models or turntables. I also do see much of 'you' in this work.

Here is a reel a found for a character modeler from VFS, that looked pretty cool:
http://www.youtube.com/watch?v=_2FF8-Fdwq4

Quote:
I need to get more stuff posted I figured I would give myself some "tiny victories" but choosing small stuff that might only take a few days to finish as opposed to spending 1-2 weeks per model.


I'd argue its quality NOT quantity your trying to show - the reel below show off some nice hard surface modeling and only shows 3 models:

http://www.youtube.com/watch?v=MNKN...feature=related

I always try to really look at current reels out there, and there reviews to get a sense what people are looking for. Even looking at reels from modelers who currently work in the vfx industry is great inspiration.

cheers,
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Old 10-06-2012, 07:10 PM   #19
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Quote:
Originally Posted by razorbjc



It'll get you more attention than an Ipod

Oooooh, thats lovely!
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Old 10-06-2012, 08:19 PM   #20
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Quote:
Originally Posted by LuckyBug
Because modelling department usually don't care about his rendering skills, and vice versa. I know the guys who got some best modeling jobs in the industry with just clay renders, or some very basic setups.
BTW I don't have problem when the whole package is amazing ( model plus render ), but if render is really bad, imho you should skip that part until you are really good, or you can pay someone to do that for you, because I feel that bad render will be counterproductive.


I think good rendering on a modeling reel is a bit like having good formatting of your resume: it's not that anyone cares about your graphic design or rendering skills per se, but it does show a level of professionalism that might make them choose you over an otherwise similar candidate.


Also, if you're not worried about render times or about the lighting supporting a particular story, setting up a very nice looking render really isn't that hard.
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Old 10-06-2012, 10:58 PM   #21
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Modellers where I have worked are expected to be able to model anything not just hard surface products. Animals , vehicles , buildings. Your portfolio does not show that. Twimmy just what exactly do you want to do, be as detailed as possible with the sector and your ideal role.

b
 
Old 10-07-2012, 03:59 AM   #22
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Azhar Mat Zin
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Quote:
Originally Posted by Horganovski
That's your problem right there.

We all have to start with crappy jobs, working crazy hours, coming home and working on personal work too, drinking coffee until our ears buzz. If you are hungry enough you won't care, you'll do it anyway.

Don't mean to be harsh, but if you want to be a specialist you have to be shit hot. You're not yet. I see 8 images on your site, none of which particularly stand out as being better than anything you'd find elsewhere on the net. Go and look at the top row at somewhere like ZBrush Central and see what the standard is like out there. That's what you need to be aiming for, models/images that grab people, not 'hey I put together a portfolio that shows I'm competent, now why aren't employers banging my door down?'.

That probably does sound harsh I guess, but I think there's some truth to it. Life is hard, there's a ton of competition out there. Accept that and decide if you really want to compete or not. If you do then just start competing. Post your WIPs on a forum somewhere where others will tear it down. Get used to that and learn from it.

Cheers,
Brian


I agree on your work harder point, but have to disagree on the ZBrush central thingy. If I understand correctly, there is a lot of work there is by professionals with years and years of experience, including a robot and vehicles by industry insider with 10 year experience(?) that turned into a short and now being turned into a movie(?).

But yeah, like some poster mentioned a link of their friend portfolio that get a job. So yeah, that standard is more likely.
 
Old 10-07-2012, 09:51 AM   #23
Horganovski
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Brian Horgan
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Quote:
Originally Posted by fablefox
I agree on your work harder point, but have to disagree on the ZBrush central thingy. If I understand correctly, there is a lot of work there is by professionals with years and years of experience,.


My point was that the very high pro standard is what you should be aiming for. Of course you won't get there overnight but if you are not at least aspiring to catch up with the best in the business then you never will. If you do manage it or even get close then you will have employers banging on your door to hire you.

The other thing about spending time on a forum like ZBC is that you get a sense of what has already been done to death (I'm looking at you iPhone models). To stand out you need to move away from the obvious and stuff that's already freely available on turbosquid and the likes. What about taking a tin-toy from the 50s and modeling that for example, or anything more unusual. Just knowing how to make a clean bevel on a rectangle doesn't really cut it today

I'm not a modeler at all myself really but I love checking out the work on ZBC, I find it both inspiring and terrifying but it constantly reminds me that I need to step up my game in my own field to try and match up with standard out there. What I'm most passionate about is animation, so I look to the best examples out there, like the work from Pixar, DW, Bluesky etc. I know my work is a long way off that standard but that's what I shoot for. Aspiring to anything less would be pointless. (it's surprising how many clients expect that you can produce that standard too as that's their frame of reference - and usually they want it overnight if possible LOL)

Cheers,
Brian

Last edited by Horganovski : 10-07-2012 at 10:01 AM.
 
Old 10-07-2012, 10:09 AM   #24
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I couldn't care less about ZBrush central, I've been there several times, but from artistic point of view I haven't seen much, if I really wanna see good stuff I go to the gallery or museum, or I read some art books.
Maybe because I studied art history I have distorted point of view, I do not claim I'm an artist and honestly I think that word is overused, today everybody is an artist if he wants to be.
Anyways it is true that anyone can model an iPhone, yet I saw just few modeled correctly to the last bit. They all look a like to the most viewers, but you can distinguish good model from the bad one if you have trained eye, it seems like a child's play but it isn't.
To me as a future employer iPhone could easily determine whether I will hire that person or not, I don't need another copy of Balrog or Witch King, show me the real thing.
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Old 10-07-2012, 01:52 PM   #25
Horganovski
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Brian Horgan
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Sure, ZBC is not the only example out there by a long shot, it was just the first one that came to mind for me, but there is some stunning work there quite often. Look at the work from MonsterMaker (aka Rick Baker) for example, a true artist in every sense whether he's building a physical sculpture or a model in ZBrush. Of course anyone studying to be an artist should study the history, not just what people are doing with the latest software. If you want to work in the same field though is it not wise to look at what your competition are up to?

I stand by my other point - the iPhone/iPad models are just as ubiquitous as the Balrogs/Trolls/Batmans etc on the net, here's another one just posted today for example, and here are a whole bunch of them http://iphone.turbosquid.com/ . If I was an employer looking for a modeler I would be more impressed by someone who thinks outside the usual a little more and shows me something more interesting.



Cheers,
Brian

Last edited by Horganovski : 10-07-2012 at 02:00 PM.
 
Old 10-07-2012, 10:52 PM   #26
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Hey Guys,

Again thanks for the great advice from everyone. I have definitely been spending this weekend reevaluating the direction I'll be taking with my work moving forward.

@Horganovski - I know you weren't meaning to be harsh, and I appreciate your honesty. Just wanted to clarify that I have never expected employers to be "banging my door down". I know I'm not that good yet, but definitely striving to be that good in the future. And if all I'm showing is that I'm competent, than yeah I need to get my ass in gear and step it up.

Also one of the reasons I chose to do smaller stuff like the iPhone was that I was aiming to show that I can re-create something that everyone sees in real life. They are things that I have on my desk and I can look at them at every angle to make sure I get it perfect. But I guess my bad renders are down-playing the work I did in modeling those objects.

@eek - Vehicles, Props, and Environments are the things that I want to do. Mostly hard-surface stuff. I'm not a character artist, there are some amazing ones out there and if that's not my passion then I don't want to try to compare myself to them.

@narenn - thanks for posting those links, great example of where I need to be.

@th3ta - touché I'll definitely send my stuff over to you. I'm trying to become more of a generalist, been learning Nuke and Vue as well as brushing up on texturing and shading techniques, it's just modeling is what I'm strongest at right now.

So I guess the general concensus is to step up the difficulty and work on things that stand out more. I'll start hitting up the concept art sites and look for some other cool things like the vehicle @razorbjc posted. Look for some WIP posts from me pretty soon, I'll keep pushing and challenging myself and hopefully things will all work out. Just got to stay positive.

Thanks again for all the comments.
 
Old 10-08-2012, 04:43 AM   #27
Horganovski
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Brian Horgan
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Quote:
Originally Posted by Twimmy
Look for some WIP posts from me pretty soon, I'll keep pushing and challenging myself and hopefully things will all work out. Just got to stay positive. .


I think a great attitude like that is half the battle! Good luck!

Cheers,
Brian
 
Old 10-08-2012, 07:12 AM   #28
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Quote:
Originally Posted by Twimmy
@eek - Vehicles, Props, and Environments are the things that I want to do. Mostly hard-surface stuff. I'm not a character artist, there are some amazing ones out there and if that's not my passion then I don't want to try to compare myself to them.


I would encourage you to learn MOI if that is the kind of stuff you want to model.

Here's a nice gallery of designs, all modeled with MOI:

http://moi3d.com/gallery/
 
Old 10-08-2012, 07:55 AM   #29
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Boban Krsmanovic
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Quote:
I believe that the work I have is good but no one seems to want to give me a shot.


Hey Twimmy.
I don't mean to discourage you, but as soon as you abandon this attitude, the sooner you'll be better which will lead you to getting a job.

Your work is (still) not good. Especially if you want a modeling job.
There's actually just a 2 models (jeep and the riffle) that should be in the gallery (imho), everything else is just modified cylinders and boxes.

Or let me put it this way: I suck at modeling (most of the time I am doing effects and lighting), but (I think) I can model better then that. So, if I am better modeler (and I am weak generalist), you should put much more effort into your models.

Also I agree with some of the previous post.
Don't do the lighting if you don't know how to do it. It will ruin the model (like it ruined that Ipad model). It's much better and effective that you print-screen the models with wire, then render them badly.

Quote:
Originally Posted by Twimmy
Vehicles, Props, and Environments are the things that I want to do. Mostly hard-surface stuff. I'm not a character artist, there are some amazing ones out there and if that's not my passion then I don't want to try to compare myself to them.

I've missed this part until now.
Make sure you watch this tutorial:
http://vimeo.com/10941211

That's a pro hard surface modeler explaining some of the tricks and basics on hard surface modeling. I think it will be a huge help for you, or anyone that want to learn modeling.
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Last edited by d4rk3lf : 10-08-2012 at 08:00 AM.
 
Old 10-08-2012, 11:07 PM   #30
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Chad Timmerman
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Hey guys quick question,

What are your thoughts on artists showing work on there portfolios that is from tutorials/workshops? While searching 3D Artist websites and Concept Art for inspiration I've come across multiple sites that show work from tutorials. The most recognizable one that pops up is from a CG Workshop by Jon Rush, his Modern Game Art Weapon. Is this frowned upon?
 
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