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๐งต ok, how would
Anonymous at Mon, 20 Sep 2021 07:30:34 UTC No. 851843
how would you choose the things you put inside your 3dcg portofolio from your experience in artstadium and cgsoberierity? pls explain ur reasoning
like how would you decide piece by piece ..inch by inch of your 3d piece, or the silhouettes you will be building upon, in the direction tht will get you the most job and benefit to your life?
Anonymous at Mon, 20 Sep 2021 08:31:18 UTC No. 851850
Create things you want to create, then delete everything except what you think employers want to see. Trying to tailor what you make before you even start will only limit your motivation and stifle your creativity
Anonymous at Mon, 20 Sep 2021 08:42:58 UTC No. 851851
>>851850
im not motivated at all given how long i ve failed by following my own gut and creativity lol. guess this is my last bet by following what everyone wants inch by inch and then end it all trololol
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Anonymous at Mon, 20 Sep 2021 09:02:50 UTC No. 851858
>>851843
First decide what want to do, lets hypothetically choose characters because pic related
i would research a studio i like, weter is gaming or film, get names from credits of work, search linkdin for profiles tied to said studio, then get all of their artstation links and study all their works
then decide what do they like best, it could be creatures, humans, females, fighters, romans, etc etc, form this i would asses the style and complexity they are accustomed to.
now i will research news for upcoming projects and gather even more information about what should i choose.
Now whith that information i would decide to do 6 pieces, 2 imitating but bettering the style they already used on some of their previous work, and 4 with the style of their up and coming projects, the first two will tell them that they could have had better designs on their past works and the other 4 will tell them that they need me for their next projects.
Anonymous at Mon, 20 Sep 2021 09:05:04 UTC No. 851859
>>851843
>Well Keanu since it's you asking and not at all the schizoanon I'll bite.
if your goal is to be a commercial artist you need to demonstrate you have a marketable skillset.
Pieces in your portfolio should just serve to demonstrate you have said competence and to what degree.
Senior artists will look at potential hires and judge if you are able to provide the kind of work that is needed for their project.
For a 3D artist that means is your models of a competent quality matching your peers and do they show good overall good practices?
I do character game art and have been for a long time. Good portfolio piece for me is one that demonstrates how I understand
good edgeflow and spacing, that I spend my polygons well getting the most curvature out of them.
I show how my unwrap is in good order with a clean UV layout. Any highpoly sculpts I've made for the baking is shown side by side with the bake for comparison.
I display samples of each texture channel to demonstrate how I understand what goes into every component of the shader and how it is high quality work.
I show my finished piece side by side with my concept art to make it understood how I also understand 2D drawing/painting and design.
(sometimes I cheat and make a concept painting after the fact to match my finished character even tho the original concept art was just napkin sketch quality)
Finally I demonstrate the articulation of my rigs and how well it can hit difficult poses.
Whatever it is that is part of your skillset, lay it out in a straight forward manner so anyone can scroll down your page
and in 10 seconds get a pretty clear idea what sort of work it is you are capable of delivering.
Anonymous at Mon, 20 Sep 2021 09:26:38 UTC No. 851862
>>851858
this is realy good. it sounds like what i have in mind. thanks!
>>851859
>keanu says wake up samurai its time to 4chan hard3r than lyf3
>marketable skills
fuck, that feels too fucking straightforward. how will i know that 10 seconds will hit or miss
>i guess u never miss huh
wheres the theory to this, since theres a big diverse taste to go for and i cant seem to entertain different markets of different spectrum orz
Anonymous at Mon, 20 Sep 2021 09:55:14 UTC No. 851869
>>851862
>fuck, that feels too fucking straightforward. how will i know that 10 seconds will hit or miss
You will know it has the most impact you are able to deliver because you've cut the fat and boiled it down to a simple message that serves to sell the best you have to offer.
If you have more to show feel free to do so but stuff it away where people who are already interested can click about and browse at their leizure to marvel in your creations.
>theres a big diverse taste to go for
As long as whatever subjectmatter you like to depict is you do falls within some reason it doesn't matter what it is.
What matters is what kind of fidelity, what quality that something has.
There's a million different way to do hardsurfaces and organics stylistically but they still just falls into those two cathegories.
Example: If you can do hardsurfaces well it really doesn't matter what hard surfaces you show in your portfolio since they could be anything.
If I'm browsing your portfolio looking to hire you to make us some 90's xerox machines and office equipment and I see you have made
a whole bunch of guns I don't go "whelp guess this isn't our guy, he can only do guns".
I just look at how clean your surfaces are and how you deal with shapes and transitions. It's not like you are at a disadvantage of being hired
making only your own little COD arsenals of pew pew. Not even if the next guy I'm looking at is someone who's deep into outdated office equipment but has sloppier technique than you.
Anonymous at Mon, 20 Sep 2021 10:25:31 UTC No. 851874
>>851869
wow cool... i think i got it but can you perhaps link me what is smooth, clean surface, good edgeflow and spacing?
Anonymous at Mon, 20 Sep 2021 21:13:09 UTC No. 851989
>>851843
According to Pixar your entire portfolio should be:
>cool concept art by someone else
>your 3d version of the concept art
>repeat for every cool kind of rad thing there is (hard surface, organic, props, environment, whatever your focus is)
>don't be a generalist
>unless you're the best generalist in the world (you aren't)
Anonymous at Tue, 21 Sep 2021 14:43:46 UTC No. 852120
>>851989
i thought you just have to be not a pedophile
Anonymous at Tue, 21 Sep 2021 16:41:06 UTC No. 852160
>>851989
what if you're bad, but a minority?