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🧵 So you wanna get a job in Screen/Video Games

Terminal No. 840835

This is how.

Have a portfolio that shows your ability to make complex and simplistic things.

Be apart of mod projects. But, Anon.. Why?

Developers like to be able to see that you can work as part of a team and not just by yourself.

Have paid work. But, Anon.. How can i have paid work prior?

It's easier than you think. Team Fortress, Warframe, Rust, Counterstrike. Get items into that.. Anything that pays you.

Further more.

Create a profile on websites like ARTSTATION, join monthly challenges on artstation and polycount along with any other website that has them.

Submit them to your portfolio.

Also. If you want to setup a separate income stream to pay for better PC your ideally want to make models and tools for other people to develop their games with.

People who make *UNITY ASSET* make alot of money from it. 4k a month in some cases.

But just not unity assets anything like weapons, furniture, character models.

Remember if start small, do something you know you can do understand the pipeline and then advance don't do a super complex model and wonder why you can't finish it.

If your looking for something to start with.. Try this or consider doing a 1970s digital alarm clock.

One last thing. Join 3d modeling discords ask for help when you need it but show your attempt don't ask *how do i model this with no prior attempt*

I hope this information helps.

Terminal No. 840838

>>840835
Further more.

Post your models to twitter, reddit ensure people are following you.

You may call it shilling.

But if people know your name, know your work they will hire you.

People have literally being hired from some 3d forums simply because *oh that's the guy who makes just tanks* and he was good at it.

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Terminal No. 840839

>>840835
Another thing that is simplistic and could work as a portfolio item. However i'd animate it.

Anonymous No. 840869

>>840835
>But just not unity assets anything like weapons, furniture, character models.
Are you recommending to make these things or not make these things here?

Anonymous No. 840881

>>840869
Make them. They are good for portfolio and then sell them.

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Anonymous No. 840950

Terminal No. 840953

>>840950
That's perfect.

Anonymous No. 840963

>>840950
Brengun?

Anonymous No. 840965

>>840950
Not bad, but you need to bevel those edges and add some roughness variation to get it to the next level. Learn about proper high poly to low poly workflow.

Anonymous No. 840966

>>840950
Everything but the barrel looks spot on.

Anonymous No. 840970

>>840950
Looks too plastic, is that intentional?

Anonymous No. 840973

>>840970
Yes.

>>840966
I will fix that.

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Anonymous No. 840975

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Anonymous No. 840977

>>840835
Thanks for these advice. I'm a beginner and I had a hard time doing something. The stuff about joining a discord is really something I should do to get help with that. This is what I'm working on, now

Terminal No. 840978

>>840977
https://www.youtube.com/watch?v=1J0_Yj1tQpg

This channel can be a major help and this video will help you alot.

Anonymous No. 840980

>>840978
Thank you a lot, anon. I spent a few hours today trying to do something similar to what the video is showing. You're helping me a lot, man.

Anonymous No. 840987

>>840975
already saw a panzer 4, a t-70 chassis with a bmp-1 turret, a t-64 looking thing and a weird japanese box tank and now this. we need more tanks on /3/ instead of anime coom material urgently

Anonymous No. 840988

>>840975
already saw a panzer 4, a t-70 chassis with a bmp-1 turret, a t-64/72 looking thing, a weird japanese box tank and now this. we need more tanks on /3/ instead of weeb coom material urgently

Anonymous No. 840993

>>840965
>muh bevels all edges
please post your work

Anonymous No. 841006

>>840993
You never know, anon might just have a bevel fetish.

Anonymous No. 841007

Make sure to get advice and feedback from 3d professionals, not just modteam retards who have made 5000 scuffed assets after watching 2 blender tutorials made by an indian.
And for the love of god, if you join a modding team to get practice for the "industry", mod something relatively current, not fucking Skyrim.

Anonymous No. 841009

>>841007
FO4 is a good choice as the engine is modern and is very active still.

Anonymous No. 841020

>>841007
I'm guessing Unity and Unreal games that were made within the last 5 years are fair game?

Anonymous No. 841025

>>841020
Yeah but that's indie deving.

Separate to modding.

Anonymous No. 841032

>>840993
Fine, if you don’t want a genuine feedback but just a praise, feel free to ignore it.

Anonymous No. 841039

>>841032
If it's a videogame asset, aren't bevels not always the best thing since you can end up inflating the facecount if you're not careful?

Anonymous No. 841040

>>841039
dont add edge loops all around, stop it with a tri

Anonymous No. 841042

>>841039
I said you should learn about high poly to low poly workflow, especially if you want to get a job. Those bevels (don't have to be literal bevels, they can be support loops and you get smooth edges with subdiv) are meant for the high poly. You should avoid having razor sharp edges like that in the final mesh. Make all the edges nice and smooth on a high poly, then simplify the mesh to get a low poly, and then bake. But nowadays even some extra bevels on a low poly can be fine, if they will significantly improve the silhouette.

Anonymous No. 841044

>>841042
I'm not the anon who made the thing, just another anon making a guess about why there could be a lack of bevels.

Anonymous No. 841051

>>840839
I'm gonna try this

Anonymous No. 841111

bEVELS
>>841044
>>841039
>>841032
>>840993
>>840993
>>840965
Bevels are something you want to use for normals primarily.

On your super realistic object with a no bevel when rendering your normal maps the edges won't appear you'll want those edges on your object so that from a distance people can still make out features.

Anonymous No. 841161

>>840993

You have to bevel the edges for the high poly meshes (or add support loop if subD modeling) you ignorant twat.

Anonymous No. 841174

>>841051
Why don’t you do your thing instead?

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Anonymous No. 841179

>>841039
triangles are not a massive concern for modern game engines so many games forgo normal maps and just use tiling textures with decals on pure geo with face weighted normals.

Depends on the project and the performance budget for what you're working on.

Anonymous No. 841206

>>841174
I have no ideas

Anonymous No. 841213

>>841206
You need to practice your creative skills as well.

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Anonymous No. 841221

>>840950
Wait...
Are those white parts 3d print parts??
If so, thats really fucking cool how customizable guns are going to be

Anonymous No. 841223

>>841221
OMGGG tools of destruction are so CoOoOLL!!! I'll be able to 3D print my own parts for every occasion so I can kill stuff with 600 different versions of muh rifle!!! The future is really fucking cool!

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Anonymous No. 841380

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Anonymous No. 841511

>>841223
Yeah!!!! Rock on brodher!!!

Anonymous No. 841518

>>840835
By all means post your qualifications, otherwise you're just a faggot spouting nonsense with nothing to back them up.

>further more
It's furthermore. Do you write "alot" too?

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Terminal No. 841529

>>841518
OK.

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Anonymous No. 841530

Anonymous No. 841582

>>841529
So he works at bungie.

Anonymous No. 841645

>>841223
Faggot and or tranny spotted

Anonymous No. 841725

>>841582
>So he works at bungie.
2021 Bungie no less.
At an entry level position.

Anonymous No. 841754

>>841725
Better than anyone here has done.

Anonymous No. 841785

>>841754
but bungie doesnt even make halo / games anymore, they literally said "fuck this" as a company and gave it to 343.

Anonymous No. 841911

>>841529
Impressive.

Anonymous No. 841919

>>841754
>Better than anyone here has done.
There's a few /3/ sages that don't do much more than lurk and post occasionally.
There's no doubt that these anons have great skill and hold good positions in the industry.

Besides. If shit here sucks, apply yourself to be better faggot.

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Anonymous No. 843692

>>840839
how did I do? this is the lowpoly model, the highpoly one looks better

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Anonymous No. 843696

>>843692
what can I improve to make it look better?

Anonymous No. 843727

There's nothing really much to do, I mean the subject matter is the problem, it's simply not an interesting object. Also fix the render quality.

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Anonymous No. 843729

>bungie
HAHAAHAHHAAHA

Anonymous No. 843744

>>843729
holy fuck that's amateurish

Anonymous No. 843762

How can you tell your approximate skill level (junior, mid, senior...)? Without showing my work here ofc. The problem with that is I see various artwork qualities from people of all kinds of "professional" job positions. I often see juniors post better art than art directors in some studios, 2 people might both be "senior artists" but one's work is pretty average, and the other's is godlike etc. I'm not sure what I would put myself in, it's also hard to tell if I haven't tested myself in every kind of 3D work. I understand most of the environment art workflows and I'd say I'm at mid-tier at least, but judging by both my own eye, popularity on ArtStation and feedback from various industry people from the best studios, I could as well have senior+ tier skills. But that is in a specific type of work I do. If I had to do a lot of sculpting heavy work like rocks and statues for God of War, I'd probably have junior skills at that etc. I never thought much about it, but it makes me wonder. It seems it just depends on the years of experience in the industry and the amount of technical knowledge, setting up workflows, organizing projects and teams etc.

Anonymous No. 843787

>>843762
Under-promise and over-deliver.
Never EVER call yourself a Senior if you don't have the work and experience to back it up. Some people take these hierarchies way to serious and hold it against you if you try to bite more than you can chew.
You will not only be judged by your work but also by your personality - posers might get lucky here and there, but true humbleness in combination with good work will open many doors.
Its better to err on the lower side, If you are unsure call yourself a junior and then drop high quality mid-tier or even senior level work. People love to get surprised in a positive way, never in a negative way.
I got several gigs by hiding my power-level , they hired me for pure modelling, not knowing that I am a fairly well rounded generalist who can do texturing, shading, lighting and rendering.
They asked me if I know somebody who could jump in for additional smaller jobs, I said yes - I can do it, showed them some of my latest personal work and got the gigs in like 3 minutes.
Always stay truthful, if you don't know how to judge yourself, tell them. Honesty, humbleness and a healthy dose of confidence in your abilities is what IMHO opens all the doors in the long run - its the long game, it builds trust and better personal connections.
If you keep the upper limit of your abilities hidden, you have a reservoir that you can pull from in extreme situations, a boss loves nothing more than a hero who in the hour of darkness and lost hope comes through like a shining light.
It also keeps you from working constantly at your limit.

Anonymous No. 843789

>>843787
>under-promise and over-deliver
>humbleness in combination with good work will open many doors
>boss loves nothing more than a hero who in the hour of darkness and lost hope comes through like a shining light
just no
i had this mindset when i got into industry, it just doesn't work
people say you good words at review, but it doesn't translate into pay or better positions at all
meanwhile, people who act selfishly, overblow their achievements and ask for more - actually get more

be bold and greedy, anons

Anonymous No. 843799

>>843789
Not my experience and I worked in the most cut-throat and most competitive 3D industry of them all with the highest amount of bold and greedy assholes - advertising. Maybe it is an mentality thing that is different in other countries (I am in central Europe) or I got lucky with my Bosses but in my experience most of the greedy and selfish assholes eventually bit more than they could chew and I stepped in and saved the day on more than one occasion which brought me on the good side of the boss and them on the bad side (the trust issue I mentioned).
Over blowing your achievements works a couple of times, but if the boss sees through it (because he climbed the hierarchy up from the bottom) this kind of behaviour does not fly in the long run. What counts is good results, not words.

But you are not wrong, for freelance gigs and short term employment where there is not enough time to get to know the persons more deeply your strategy might work (better).

Anonymous No. 843807

>>843799
i'm at gamedev outsource. easiest way to get higher pay is to switch studios. when you do this, it's the only chance for you to negotiate pay and position. after you join the team, no one gives as fuck about promoting you. because you gonna burn out in 6 months and leave anyway. if you don't, then you are a good boy and HR will be very happy undercutting you for years and getting bonuses because she got so much humble idiots working here for peanuts. but it's okay because you gonna get a t shirt with company logo for your loyalty. exaggerating, sure, but in general it's how it is. be humble=>get shit position because there's no faith in you=>get burned out at shit position or cope with it. so, the best strategy is to pretend to be a better artist than you are. if you do this, you will get a chance to actually become what are you pretending to be. because everyone is playing safe and no one wants to rely or a guy who's humble and unsure of his capabilities. it's very important to present yourself properly. there are dozens of people working in the studio, no one gives a fuck about promoting "uncut gem artists". you are living this life only once, you cannot afford waiting years until team lead will notice you dude.

Anonymous No. 843812

>>843807
in my experience the only way to get higher salary is to join the programming side versus the artist side.

Anonymous No. 843835

>>843812
well, tech art is more appreciated and better paid. but also way fucking harder.

Anonymous No. 843843

>>843807
>easiest way to get higher pay is to switch studios.
Yeah, I guess that works everywhere.
>because you gonna burn out in 6 months and leave anyway. if you don't, then you are a good boy and HR will be very happy undercutting you for years and getting bonuses because she got so much humble idiots working here for peanuts.
oof, sounds like an absolute nightmare environment to work in.
>because everyone is playing safe and no one wants to rely or a guy who's humble and unsure of his capabilities.
humbleness does not mean to be a doormat, this has nothing to do with being unsure about what you can archive, rather the opposite - you communicate exactly what you can archive without pretending that you are more because the reality of the job will rinse out the pretenders pretty quickly.
>it's very important to present yourself properly.
exactly, if everybody is a bold, selfish, pretentious fuckwit, the one dude that can be taken by his word and that is authentic stands out like an actual personality in an crowd of NPC's.
Conformity with a sick system breeds mediocrity and mental illness.
>you cannot afford waiting years until team lead will notice you dude.
The team lead will notice you the moment the bold guys who shoot their mouth too often are speechless because their brain is overwhelmed and you come out of the corner and drop a perfect idea in his lap that immediately fixes the problem.
You do that twice and you are the man, and the other guys are sulking in the corner.
Dear God, gamedev outsource sounds like a fucking hell on earth, GTFO and get a proper job.

Anonymous No. 843847

>>843843
>The team lead will notice you the moment the bold guys who shoot their mouth too often are speechless because their brain is overwhelmed and you come out of the corner and drop a perfect idea in his lap that immediately fixes the problem.
been there done that. instead of being a hero, you end up being a "go-to guy to fix other's mistakes". and you end up doing this 80% of your time because you are good at it and the supply of fucked up shit will never dry out.
>gamedev outsource sounds like a fucking hell on earth, GTFO and get a proper job
it may, but it's just really competitive and hard. still better than ads, which is all about liking other's asses. no offence, but ads have laughably low standards. or vfx where you rivet count as a job, not a hobby. so fuck any 3d outside real-time.

Anonymous No. 843850

I just don't think I'm able to suddenly move to a different country for a 3D job and my options are very limited here. Remote work seems to be pretty rare. I've had some remote work for outsourcing studios and was loving it, but they don't really have a stable team of artists and just pick whoever fits the current project, so I've been NEETing away in recent months. Idk what to do, I'm a major pussy and just want to wait for studios to reach out to me first, but it sucks that I had more opportunities like that a few years ago when I was treating 3D just as a hobby.

Currently I'm just making art and learning new things, I have a financial support so at least that is stable. It's depressing, but at this point positive feedback from 3D communities on internet and likes and follows on ArtStation are the only things keeping my sane. But depression still kicks in here and there to the point I can't even work on my projects anymore, just want to quit everything.

If I wasn't "lucky" to get a 3D job during the time I was on crossroads between 3D and webdev, I would have probably quit 3D completely at that point. It now pulled me in, I haven't touched code in a couple of years and feel like I'm stuck now. I prefer it to webdev 1000% anyway though, but job opportunities suck in comparison.

This reply will probably just get a "just do it and stop being a pussy" response, because that's probably the only right answer to it, but it's hard and I don't feel like doing it. I don't know if I could function in a studio environment, maybe I'm autistic. I just wanted to have regular work from a remote studio like I had for a while, where I just get tasks and complete them, no bullshit meetings, no talking to anyone if I don't want to, complete control of work hours and can start and stop whenever I want, but it isn't working out anymore, fuck.

Anonymous No. 843861

>>843850
you'll probably have to keep looking
tell them you're autistic and not very good in meetings, if you're lucky you'll find an employer who will just give you tasks

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Anonymous No. 844523

Can you guys post some works that would be considered junior-tier, mid-tier, senior-tier etc.? Or is that not how it works? Can you tell a person's level just by seeing a single prop, or an environment?

What would you say it this person's current level? (Random render from ArtStation, don't wanna name anyone).

Anonymous No. 844544

>>844523
That's for sure a high mid to senior level piece of work. Also looks to be a game ready asset.

Anonymous No. 844550

>>844544
And it is actually made by a junior, which I think made it before even getting a job in the industry. That's why it's hard to say what would then be considered senior+ tier? At the same time, many seniors aren't capable of getting even close to this. Sounds pointless and only depends on the amount of time you spend in the industry, even if you don't evolve as an artist a lot.

Anonymous No. 844551

>>844544
>game ready
>no wires, way toohigh resolution maps

Anonymous No. 844587

>>844544
Holy shit, you must actually have a second mouth because I can tell you're talking out of your ass.

Anonymous No. 844590

>>844587
Care to explain what did he say wrong? What's your opinion on that image, what level would that be?

Anonymous No. 844624

>>844590
>Also looks to be a game ready asset.
This is the most damning evidence by far that the dude's talking out of his ass.
There's no evidence to suggest it's game ready, no wireframe no polycount, nothing.
>That's for sure a high mid to senior level piece of work
This is also bullshit, and more evidence of him talking out of his ass. It makes it pretty clear that the dude doesn't know what the fuck he's talking about.
Besides, the post right after says that it's a junior piece. Further solidifying the dude's larp as someone who knows their shit.

Don't get me wrong, the model and textures are good, but to me they look like about what you'd expect from someone who recently got out of school and had good fundamentals.
Though the texture work itself is a bit too heavy-handed. Though those are just my opinions based on what's presented in the image. I'm not saying they "for sure are X" and making baseless claims from a single image without context.

Anonymous No. 844683

>>844523
in my experience juniors are expected to produce work at or near senior lavhn4evel

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Anonymous No. 844685

>>844683
this got approved by one of your "seniors"

Anonymous No. 844724

How does freelancing count towards "work experience"? If it counts at all. How can somebody even know how much actual work you did as a freelancer, you might say you've been freelancing for 3 years, but only actually had 7 months worth of actual full time work and the rest are a few hours per day with a bunch of gaps.

Anonymous No. 844730

Okay, wtf is up with the amount of likes and followers of this person?

https://www.artstation.com/curlscurly

I'm gonna be an asshole since this is 4chins, but you can't tell me this isn't the result of some kind of push in the media of these female artists. I've seen a few of them, they always absolutely explode across the entire industry every time they post their work and as pretty it is, it really (and I'm really trying to stay objective here, I don't feel threatened by it anyway) isn't THAT special that it gets many times more likes, follows and overall attention than other stylized art that reaches top of the trending.

I just don't get it, numbers are insane. Absolutely ridiculous amount of view as well, how and where do you even reach such a huge audience?

Anonymous No. 844731

>>844624
One realizes this entire board is a larp when speaking to people who do this for a living and teach it professionally.

Anonymous No. 844732

>>840835
Part of a team means you make life easier for people down the pipeline and that they don't have to send it back to you. Animators want good hierarchies and groupings for example. Nobody ever mentions this here. Ever.

Anonymous No. 844737

>>844732
>Nobody ever mentions this here. Ever.
doesn't mean none of us is doing it
I'm pretty anal about organization, sometimes I name things too early, but eh

Anonymous No. 844739

>>844730
I'm not an expert on this area but at a glance it seems like her work is more than serviceable, and covers from design to in-engine environments (see https://www.artstation.com/artwork/J9Bgm0)

not original, but good enough for most productions in that style, I guess. she proves she knows what she's doing, and that she can probably take real work and do it

it's also a popular style. it could also be because the world is full of simps and "you go, girl!" types who feel the need to give extra praise to compensate for a perceived lack of recognition

Anonymous No. 844745

>>844739
>it seems like her work is more than serviceable
>she proves she knows what she's doing
Yeah, but so do tons of other artists as well, proving it can run in a production is not a really high achievement.

>it could also be because the world is full of simps and "you go, girl!" types who feel the need to give extra praise to compensate for a perceived lack of recognition

This is what has crossed my mind as well. There are also 3D communities where hundreds of female-only artists boost each other on social media.

Anonymous No. 844747

>>844730
Your perception has been skewed by a snail-pace moving board of cynical hobbyists that tells you in vague terms that you need to be a rigid 3D DaVinci or else you'll never even get an internship in some jeet monkey role.

Anonymous No. 844750

>>844731
Oh, and I'm sure you're one of those people.

Anonymous No. 844772

>>844750
Sure wanna make out?

Anonymous No. 844786

>>840835
>join discord for professional career development in 3d modeling
Holy shit what's next networking on 4chan? Join discord if you want to end up getting in the middle of middle schooler tranny drama. Anything else is cope.

Anonymous No. 844787

>>844786
you have never made anything, 100% guaranteed

Anonymous No. 844789

>>844730
anon I hate to break it to you but the work is actually just that good, female artists are not abnormal in the industry whatsoever good work gets good numbers.

Similar quality work by males gets the same numbers/followers.

https://www.artstation.com/artwork/5XOAV1

https://www.artstation.com/artwork/R3m04e

your mind has been corrupted.

Anonymous No. 844790

>>844789
I think his point is that Discord is not a productive place on the internet. It's like trying to network on Facebook or 4chan. You're not going to fit in on Discord unless you're trans, so if you're cis you may as well never go there.

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Anonymous No. 844798

>>840835
>Be apart of mod projects. But, Anon.. Why?

so many fucking retard shit, I worked for a year in my portfolio and got a job. Just show good work, nothing else to it op can suck a dick

Anonymous No. 844838

>>844789
Maybe they get those numbers because it is colorful and stylized and people love that kind of stuff. I’m making realistic environments and I haven’t seen anyone with photorealist style reaching that amount of likes. I still refuse to accept it is that good, apart from that big ass mansion scene which is great.

Anonymous No. 844866

>>844787
I'm sorry to say I made you my son who spends all his time erping and gossiping with his tranny discord clique.

Anonymous No. 844876

>>844724
it does, but not so much as studio experience. we had a guy seriously promoted recently who been only freelancing for years
>>844732
it's just a habit, no big deal. jun' gets his shit pushed a few times and goes naming/grouping as everyone else. not a skill

if you guys upset about larpers - just ask me. i'm not super experience, but i'm at aaa prod and can give you vague advice

Anonymous No. 844878

>>844876
Seniors told me otherwise. No need to get a reverse enema. You create 5 million different ways for animators to move your model they suck your pee pee.

Anonymous No. 844881

>>844878
if naming shit and setting pivots is a skill then this studio is fucking trash

Anonymous No. 844883

>>844881
No pretty sure Netflix and Disney know what they're doing. Please be less negative and more positive there senpai.

Anonymous No. 844889

>>844883
okay, good advice
all the negativity is eating me up bit by bit, that's true

Anonymous No. 844890

>>844881
>proper and consistently named and grouped hierarchies without error for hundreds of objects for both high and low poly models is not a skill
>being all well organized and not screwed up during the modeling process, like when using duplicates or someone on 4 hours of sleep grouping to a mesh, is not a skill
>constantly see people have trouble with it or neglect it but it's not a skill
>making as many groups as possible and then more than the other guys to allow animators maximum freedom isn't a skill
So this thread is about making good impressions in the real world and not in engaging in /fit/ levels of reality dysmorphia where deadlifting 4 plate isn't strong. There really is no controversy here unless your subjective definition of a skill is so high that you don't even know how to sell yourself.

Anonymous No. 844895

>>844889
I love you too fren. wagmi