also ... include HOW you made the images. Like images of polygon models, without colors or textures . That really sells that it is your work, and not something you copied.
I like indie studios more than big studios. They look more hungry but humble. But it all depends on each studio, I knew a guy who was working at a small start-up, and disliked working there because the founder was rude. You don't know until you are in.
Such an important topic! As a fellow game artist, I completely agree with ALL of J's points here. Once I realized I'm NOT a concept artist, but better at bringing other people's ideas to life as a 3D character artist, that was key. I do remember the good ol' days of cgtalk, cghub, 3dtotal, and cgfeedback. Community was huge for getting feedback and inspiration. And whenever I look at hiring someone these days, degrees don't matter at all. I look directly at portfolio and relevancy to what game we're making.
I didn’t think about my portfolio in brick and pillars, and now I do. Before this video my portfolio was all about full characters which you had mentioned as pillars. Lol that would be a whole colosseum.
3:25 this quote. gold one "your portfolio is your strongest examples of work'" Im always torn between "should I include this?" honestly after years of indecisiveness I now now that if Im wondering I should include it. Why? even thou it might be wrong decision later on, it is not for me now. And to see that and learn I need to do what I think is right. If I dont see anything wrong with a piece and I think its looking okay, I should include it, because that's the level I will be actually doing my job at.
I think the biggest difficulty in entering the games industry is the experience that is required by most studios. The list of skills and requirements gets longer and longer with each passing year. Not to mention that many ask that you have at least one AAA released. How am I going to have all this if I can't get into the industry? I have to be a master character artist with a killer portfolio. To have these two you need years and years of studies and practice and until then, how will I pay my bills? Working in other places that hire me without requiring so many skills and this becomes the famous complacency. Of course, in parallel to this you can build a portfolio but without forgetting that, in addition to all this, there are thousands of other artists wanting the same thing as you, which makes things even more difficult. Anyway, I have to keep trying and practicing and who knows, I might be lucky enough to get into a big game one day.
Big games and AAA can be tempting, but in the reality they're mostly management hells, where you're barely a human being and where crunch is still very common. Where you have to contribute to a project which is under that strict NDAs, that you can't show anything from your work (pure artistic steal imo). Also after 8 hrs or more work in the studio you barely want to work on personal projects, so those will also stuck more frequently.. I would rather suggest to aim AAA quality art in your life, but don't aim those places for your own sanity. AAA is sucks :D
@@szilardhazi This are facts. I can tell by experience. They burn you off faster than carbon. As a work mate said to me, those companies are mcdonalds but with ties and pcs.
I didn’t think about my portfolio in brick and pillars, and now I do. Before this video my portfolio was all about full characters which you had mentioned as pillars. Lol that would be a whole colosseum.
Really helpful. I'm making a characters, and you gave me full understanding what i've been struggled with. I'm always thinking what is right thing to do, what not to do. You made it clear. Thanks!
Thanks for making this video! It is extremely helpful to people like me to have someone point you in the right direction. I never had a job in the in the industry before so I am building my portfolio from scratch and it is aimed for a concept art and/or character design job. I am focusing all my effort on creating pieces for my portfolio and my biggest challenge is selecting they type of piece I should do next. I.E.: exploration, key shot, turnaround, secondary characters, landscape, etc. Maybe you can do a series of vids about portfolios for some of the most popular jobs in art (?). Thanks again!
I have been involved almost 15 years on the game dev industry and 10 of those professionally working, but here I'm looking on how to make a porfolio :P, I htink my time to have my own clients hav come, I have 100s of assets made, but when it comes to place it on a website to show how capable I'm, is just like another beast to tame I get STUCK, wish me luck thanks for the vid. Btw is a bitter sweet experience, feel like getting out of college all over again
Thank you so much for this video! I’m currently in the process of creating a portfolio for internships next year and had no idea where to even start 😭 love all your vids, they’re always clear and concise 🙏
Really good video, thank you! I went to architecture school as a plan b but ended up really loving some aspects of it, and realised I could combine them with concept art to become someone who can understand buildings in depth and can create 3d assets too if needed. So the job I'm looking for is kind of a concept artist with a focus in building design and props too I guess? I'm not sure where exactly people with my skillset would be needed, especially since I don't like realism and far prefer stylized projects😅
Your presentations are Super-Dope, J I anticipated a second portfolio video from you and here it is!😮 Will definitely join your class soon for more enlightenment
Should every character be game ready? Retopo, UV, and all of that. Or can we make the sculpt, make a quick remesh in zbrush, polypaint and make a render out of it?
As long as you have a couple strong examples of “production ready” models then you can fill out the portfolio with more examples that are nice renders and illustrations sort of things too
My biggest problem is the posing of my characters, I never really know how to go about it. I’ll throw it in Maya and start doing a full rig for it and lose all hope while weight painting🤣 Any tips on how to pose your characters??
Thanks for sharing this video. Also I have question, when you said we should post our strongest work in the portfolio, is it always the case or is it also best to show the progress over the years as an artist reflecting on our Artstation?
I recommend only the strongest work. Some put all their old work in one post or you could use other places like social media or blogs to catalogue progress over time
I am a 3d character artist about to start on my 2nd "pillar" and 3rd overall project for my artstation portfolio. Rn I am doing research on what kind of character I should make because I like stylized stuff and realistic stuff too. I am shooting for indie and outsourcing studios but i really don't have an idea on which company I should cater to
Hello J, any advice for a guy who don't know what to because i like to create stuff, i draw, paint, sculpt, interested in do game pipeline also in control the style of the game graphics , i struggle to choose what i really want to do as a job but inclined to model and concept 3d characters and make them amazing?
All my sculptures are sculpted in the pose from the beginning. It’s really hard for me doing it any other way because I sculpted with clay for so long. The shape is more important than the details to me. All my zbrush pieces get printed.
Hey Mr. Hill awesome video I definitely took away a lot of things that’s gonna help me in the future. But there’s one thing I think you kinda forgot to touch on. Is it possible to be a successful artist working freelance (working from home) or is it more ideal to actually go to a studio and meet and talk to someone?!
I recommend a non display tablet for begginer or even a professional. There are a lot of problems involved in display tablets . Which will make u have buyers remorse. So it's safe choice to pick non display tablet. It takes a few weeks to get hand eye coordination. After that it will be good
wow, thanks for the insight! if I want to work for films like Pixar and DreamWorks then what kind of characters should I put in my portfolio? will what you suggested for game artwork? and what kind of workflow should I use?
I'm currently trying to make a portfolio for a company that mainly models vehicles and engines. I haven't got much experience in hardsurface modelling, should practice more and place my practices on this portfolio or should I post some of my past work of some robots and Sci fi stuff I made while I was in university?
Hi!! hill do you think ai going to replace 3D artist especially character artist, after sora ai i have this thought that ai will replace character creature artist
Hi, I hope anyone knowledgeable reads this and can help, i basically have 2 questions here 1. What would be the approach to take if you’re not in the US (for instance I am from Mexico) and the industry basically doesn’t exist at all in your country, I know remote work is possible and there is always a minimum quantity of companies/studios willing to give visa sponsorship, but this fact alone terrifies me to the point I always get depressed when it comes to chase my dream of getting a job as a character artist and end up quitting. 2. How’s ageism and what the climate looks like for someone looking to do a career change, I’m not THAT old (mid 30s) but know there are places and industries that are quite picky and place like the max age limit at exactly 30.
Hi, can you say what is the size of the pen display do you use? i'm looking to buy my first one, i have a samsung tablet with 10" and i think it is too small to draw and sculpt but i use it sometimes because i love to stroke directly on a screen...
that was really helpful, i appreciate it . i know this is irrelevent but could you tell us an estimate polycount for "Kratos" character in "God of war Ragnarok" or "captain price" character in "COD MW3" video games? i just wanna know if my characters are in right poly density for next generation AAA titles, some of them even reach 130k polycount :)
Yes that’s the neighborhood. Even those two won’t be the exact same. Kratos probably around 200k+ sometimes. LODs are a thing. The future is more and more polygons
Hi there, Do you recommend any courses to help familiarize the programs like zbrush and any programs needed to render a great character? And also bring someone up from not knowing anything from the program to having the skills to meet industry standards? My goal for over 10 years has been to become a character artist for the film industry. Let Me Know!
can someone tell me what exactly game artists do? currently studying concept art but thinking of branching out (also, my 3D professor has shown us your work as examples!!)
I'm a recent grad who's been feeling alittle lost with making a portfolio. Since it takes such a long time to make a full game character from scratch solo, should I post Zbrush Renders with Poly painted textures? I fully intend to make the final textures in Substance, but in the interest of time and exposure, I'm wondering if it's worth poly painting and posing in zbrush at least until the retopologized and textured character is done?
I wouldn’t post anything that isn’t “finished” so nothing in progress or that doesn’t look finished. Could post on the blog on artstation or instagram though. Those places are perfect for posting in progress stuff
@@artofjhill Fair enough, I didn't know Artstation had a Blog feature, I need to look into the site some more. I do utilize both Artstation and Instagram, but I have terrible at posting on Insta, will change that. Thank you!
hmm, if I were showing my portfolio to a company, should I reduce it to only 1 art-style? or they usually like more various art-style in one portfolio?
First of all don't use only blender, that is a big red flag. Other than that just take care what you do in blender follows the industry workflow. As long as the pipeline is the same there shouldn't be any problem to teach you an other software or even let you use blender. I'm seeing blender being used in major studios, it's just not the standard.
Just wondering do you suggest using others base mesh to sculpt characters for portfolio? I don't know game companies will take it for cheating or not, or they will think I doesn't skilled enough.
I don’t know about portfolios, but I do know if that you constantly use reframe edits in Capcut it’s annoying and loses its force as a point of emphasis!
I tried to apply to a University to learn and became Video Game Artist. But they asking me to show my arts and modelling experience. HOW? i have applied becasue i want to learn it so from where can I learn it than?
Just by doing and resources online. Art school review portfolios before accepting too. They want to see if it seems like the person has something to build on and the likelihood of success
i been find the answer alot of place . but it not clear answer at all . in zbrush .how many time that i can do subdivision on 1mesh . it max at 7time at 49mil_point. is that it ?
What’s your opinion on getting permission to use concepts in portfolios for environmental art? Do you ask? Do you just use and give credit? Neither? Thanksx3
@jeanclaudethedarklord6205 oh, sorry, my lazy ass 2 months ago wanted to only do the character's sketchesXD yes, concept artist is what i meant, but i thought it was without the backgrounds/props design part🙃 (now i accepting that i need to learn to draw backgeounds😭)
I feel like when there's zero jobs the problem lies not with you nor your portfolio. You can only change things within your control of course... however that may be
As of 2024 Unreal Engine has 11% market share, Unity has 71%. So unless you're aiming at working for AAA developers, You're more likely to get a job in the industry by learning Unity first, then using that knowledge to transition as it's not that big of a difference between them as far as scene assembly goes.
Thanks for the info. Its nearly impossible these days to obtain the skill levels required for even a glance of employeres. With the rise of AI being used in some games now, its not encouraging to say the least. Many love to have such skill levels even at a fraction of what is seen online so readily. How does one get even close in obtaining such mastery in 2d and or 3d efficiently without burning wheels? Im a failed artist to say the least, as all that is possible is work but go no where while watching others succeed. Is it possible that its gentic as some artists say, "either your genetically gifted or not suited for the art world" is a factual statement? Curious if hes right Maybe we should use Ai art to assist us to go further as a crutch till we don't need it as individuals.
Layoffs are more related to corporate spending and shareholders imo. The game industry is growing larger year after year still and AI is not viable or legal yet. Who knows what the future is but art and creativity will never die and money isn’t the only reason to make things.
Adapt. Automatic elevators replaced operators, computers replaced specialized mathematicians for doing complex math calculations, cars replaced carriage makers, electrical lights replaced candle makers, the internet replaced travel agents... Human progress never stops, you either adapt or you get left behind crying.
You can't be replaced by AI itself. You can be replaced by artists who know how to use it. Just keep your finger on the pulse, learn new techniques and tools. That's how you stay competitive in any industry
Honestly, this Ai stuff doesn’t bother me. It’s annoying, but I’m gonna make my stuff regardless. As far as I’m concerned, it’s a privilege to be able to make money from what you love doing. Most people who have ever or will ever exist, won’t completely enjoy what they do for a living. You should feel forever grateful and lucky if you manage to pull it off. Art has never been my number 1 source of income. I’ve always made sure I have steady streams of income, either a full time job, or forms of passive income, and done freelance 3D art and anatomy lectures as a freelancer. Even now that I’ve gotten to a point where I make well over $3k a month doing art and anatomy training, I will never quit my full time job. I enjoy it, and it’s very stable and I won’t let go of a good thing, that so many would dream to have in this economy, just to “follow my dreams”. Ai or no Ai, I’m gonna make my art cuz I love it. And if we ever get to the point where all digital and even traditional art becomes obsolete on the market, I don’t care. I’m gonna make my art because it makes me happy.
mostly art tests are phased out. My studio doesn't do them and I advise against them. It's asking for free labor. Also, studios do not give art tests to people that don't have strong enough portfolios to garner interest in the first place.
Meh, I'll just have my work be my portfolio. I'll make a game myself, demonstrating that I understand level design, character modeling, animation, and just demonstrate that I have those practical skills. I'm self-taught, and I see a lot of... 'Fat', when it comes to workflows and the industry. I'm not really interested in joining the industry, I kind of want to just do my own thing. Because I mean- you see the stuff that's coming out. Industry standards are sub-standard, they focus on the wrong things. Solo and small indie devs are replacing it.
With all the layoffs at the start of the year from big studios, showing your portfolio to indie studios is a great option!
also ... include HOW you made the images. Like images of polygon models, without colors or textures . That really sells that it is your work, and not something you copied.
I like indie studios more than big studios. They look more hungry but humble. But it all depends on each studio, I knew a guy who was working at a small start-up, and disliked working there because the founder was rude. You don't know until you are in.
my humble advice, just get the first job. Instead of spending more time at home learn at work and start meeting people. Second job is easier.
Such an important topic! As a fellow game artist, I completely agree with ALL of J's points here. Once I realized I'm NOT a concept artist, but better at bringing other people's ideas to life as a 3D character artist, that was key. I do remember the good ol' days of cgtalk, cghub, 3dtotal, and cgfeedback. Community was huge for getting feedback and inspiration.
And whenever I look at hiring someone these days, degrees don't matter at all. I look directly at portfolio and relevancy to what game we're making.
I didn’t think about my portfolio in brick and pillars, and now I do. Before this video my portfolio was all about full characters which you had mentioned as pillars. Lol that would be a whole colosseum.
interesting to see you here i like your stuff
3:25 this quote. gold one "your portfolio is your strongest examples of work'"
Im always torn between "should I include this?" honestly after years of indecisiveness I now now that if Im wondering I should include it. Why? even thou it might be wrong decision later on, it is not for me now. And to see that and learn I need to do what I think is right. If I dont see anything wrong with a piece and I think its looking okay, I should include it, because that's the level I will be actually doing my job at.
I think the biggest difficulty in entering the games industry is the experience that is required by most studios. The list of skills and requirements gets longer and longer with each passing year. Not to mention that many ask that you have at least one AAA released. How am I going to have all this if I can't get into the industry? I have to be a master character artist with a killer portfolio. To have these two you need years and years of studies and practice and until then, how will I pay my bills? Working in other places that hire me without requiring so many skills and this becomes the famous complacency. Of course, in parallel to this you can build a portfolio but without forgetting that, in addition to all this, there are thousands of other artists wanting the same thing as you, which makes things even more difficult. Anyway, I have to keep trying and practicing and who knows, I might be lucky enough to get into a big game one day.
Start freelancing to build professional experience. If you choose the right jobs it will fill out your portfolio while earning a bit of money.
Currently working a full time job that's not in my interest at all so I won't starve while I freelance and build a portfolio☠️ But we can do it!!
Big games and AAA can be tempting, but in the reality they're mostly management hells, where you're barely a human being and where crunch is still very common. Where you have to contribute to a project which is under that strict NDAs, that you can't show anything from your work (pure artistic steal imo). Also after 8 hrs or more work in the studio you barely want to work on personal projects, so those will also stuck more frequently.. I would rather suggest to aim AAA quality art in your life, but don't aim those places for your own sanity. AAA is sucks :D
I believe in you man! I’m on the same journey! It’s a matter of just keep trying and being focused 👍
@@szilardhazi This are facts. I can tell by experience. They burn you off faster than carbon. As a work mate said to me, those companies are mcdonalds but with ties and pcs.
Very Helpfull Jhill. Be the best you could in one area. Future is for the specialist.
💯
I didn’t think about my portfolio in brick and pillars, and now I do. Before this video my portfolio was all about full characters which you had mentioned as pillars. Lol that would be a whole colosseum.
You dont know how much i needed this at this exact time. Straight to the point. Keep up the good content❤
Really helpful. I'm making a characters, and you gave me full understanding what i've been struggled with. I'm always thinking what is right thing to do, what not to do. You made it clear. Thanks!
Passion and dedication are shown in every video. Good stuff, J
thank you dude
This is awesome. Man, my artstation needs an overhaul and more focus. You are super talented dude. Thanks for sharing.
can't wait to build my portfolio with these tips, following your course characterclass so hyped for the 18 of march !
Thanks for making this video!
It is extremely helpful to people like me to have someone point you in the right direction.
I never had a job in the in the industry before so I am building my portfolio from scratch and it is aimed for a concept art and/or character design job.
I am focusing all my effort on creating pieces for my portfolio and my biggest challenge is selecting they type of piece I should do next. I.E.: exploration, key shot, turnaround, secondary characters, landscape, etc.
Maybe you can do a series of vids about portfolios for some of the most popular jobs in art (?). Thanks again!
I have been involved almost 15 years on the game dev industry and 10 of those professionally working, but here I'm looking on how to make a porfolio :P, I htink my time to have my own clients hav come, I have 100s of assets made, but when it comes to place it on a website to show how capable I'm, is just like another beast to tame I get STUCK, wish me luck thanks for the vid. Btw is a bitter sweet experience, feel like getting out of college all over again
Awesome of you to put this together for folks before they head to GDC and in these tough times.
Thank you so much for this video! I’m currently in the process of creating a portfolio for internships next year and had no idea where to even start 😭 love all your vids, they’re always clear and concise 🙏
good timing. good luck!
@@artofjhill thank you 😭💖
Damn, that intro's editing was chef's kiss. I really liked it.
Really good video, thank you! I went to architecture school as a plan b but ended up really loving some aspects of it, and realised I could combine them with concept art to become someone who can understand buildings in depth and can create 3d assets too if needed. So the job I'm looking for is kind of a concept artist with a focus in building design and props too I guess? I'm not sure where exactly people with my skillset would be needed, especially since I don't like realism and far prefer stylized projects😅
How do I like this video twice? Great advice every game artist should know :D
oh stawp :)
Intro was 🔥
Your presentations are Super-Dope, J
I anticipated a second portfolio video from you and here it is!😮
Will definitely join your class soon for more enlightenment
thank you!
you're such a cool chill guy ty for the tips men
greetings from spain
Great video! The art after mentorship art is stellar.
Join over 8k other professionals laid off recently in applying to game studios. The future is bright, fellas!
thank you for saving my life J Hil
Thanks for the useful video J, you help me saving time.
happy to hear that. I hope it helps
Thank you ! For sharing your insight.
of course. I hope it helps
Should every character be game ready? Retopo, UV, and all of that. Or can we make the sculpt, make a quick remesh in zbrush, polypaint and make a render out of it?
As long as you have a couple strong examples of “production ready” models then you can fill out the portfolio with more examples that are nice renders and illustrations sort of things too
@@artofjhill Got it! Thanks for the attention, mate!
My biggest problem is the posing of my characters, I never really know how to go about it. I’ll throw it in Maya and start doing a full rig for it and lose all hope while weight painting🤣 Any tips on how to pose your characters??
thx! +motivation!
Thanks for sharing this video. Also I have question, when you said we should post our strongest work in the portfolio, is it always the case or is it also best to show the progress over the years as an artist reflecting on our Artstation?
I recommend only the strongest work. Some put all their old work in one post or you could use other places like social media or blogs to catalogue progress over time
Would love to see more lighting tutorials, especially using marmoset, for rendering for portfolio shots, love the videos!
I am a 3d character artist about to start on my 2nd "pillar" and 3rd overall project for my artstation portfolio. Rn I am doing research on what kind of character I should make because I like stylized stuff and realistic stuff too. I am shooting for indie and outsourcing studios but i really don't have an idea on which company I should cater to
they dont need to pose a character but instead show pipeline, good retopo and unwrap, no stretchings, good texturing, good sculpt!
Hello J, any advice for a guy who don't know what to because i like to create stuff, i draw, paint, sculpt, interested in do game pipeline also in control the style of the game graphics , i struggle to choose what i really want to do as a job but inclined to model and concept 3d characters and make them amazing?
All my sculptures are sculpted in the pose from the beginning. It’s really hard for me doing it any other way because I sculpted with clay for so long. The shape is more important than the details to me. All my zbrush pieces get printed.
Also, what are your thoughts on 'Nightshade' and 'Glaze' for protecting your art??
How long does it take you to fully develop a game character, from high-poly to low-poly?
Thanks for the advices !
as a fan of RossDraws when I saw Nima at the start I freaked out
Hey Mr. Hill awesome video I definitely took away a lot of things that’s gonna help me in the future. But there’s one thing I think you kinda forgot to touch on. Is it possible to be a successful artist working freelance (working from home) or is it more ideal to actually go to a studio and meet and talk to someone?!
Love the video but I don't know what type of Drawing talbet to use and it hard to choose 😢😢
I recommend a non display tablet for begginer or even a professional. There are a lot of problems involved in display tablets . Which will make u have buyers remorse. So it's safe choice to pick non display tablet. It takes a few weeks to get hand eye coordination. After that it will be good
wow, thanks for the insight! if I want to work for films like Pixar and DreamWorks then what kind of characters should I put in my portfolio? will what you suggested for game artwork? and what kind of workflow should I use?
love you man!
Love you!
Thanks J.
You got it
I'm currently trying to make a portfolio for a company that mainly models vehicles and engines.
I haven't got much experience in hardsurface modelling, should practice more and place my practices on this portfolio or should I post some of my past work of some robots and Sci fi stuff I made while I was in university?
Hi!! hill do you think ai going to replace 3D artist especially character artist, after sora ai i have this thought that ai will replace character creature artist
I don’t one but I don’t think anytime soon and I don’t plan to ever stop
@@artofjhill 👍🏾👍🏾👍🏾
finally new upload !
Hi, I hope anyone knowledgeable reads this and can help, i basically have 2 questions here
1. What would be the approach to take if you’re not in the US (for instance I am from Mexico) and the industry basically doesn’t exist at all in your country, I know remote work is possible and there is always a minimum quantity of companies/studios willing to give visa sponsorship, but this fact alone terrifies me to the point I always get depressed when it comes to chase my dream of getting a job as a character artist and end up quitting.
2. How’s ageism and what the climate looks like for someone looking to do a career change, I’m not THAT old (mid 30s) but know there are places and industries that are quite picky and place like the max age limit at exactly 30.
Thank you❤
what if I want to be a 3d generalist to work for small studios? how specific do I have to be with my portfolio pieces?
Who would you suggest I follow for 2d art?
Portfolio by 2027: "Ok so I use the following prompts: v2, s1, epic, fantasy, character" Am I hired?
Thanks for sharing
Of course. Good luck
one of the video i was looking for T-T,
btw why your eyes r so red? (crunch time?)
1000th like :) Super insightful video!
🙏
Hi, can you say what is the size of the pen display do you use? i'm looking to buy my first one, i have a samsung tablet with 10" and i think it is too small to draw and sculpt but i use it sometimes because i love to stroke directly on a screen...
Ipad Pro is wonderful for both drawing and sculpting- I highly recommend it
that was really helpful, i appreciate it . i know this is irrelevent but could you tell us an estimate polycount for "Kratos" character in "God of war Ragnarok" or "captain price" character in "COD MW3" video games? i just wanna know if my characters are in right poly density for next generation AAA titles, some of them even reach 130k polycount :)
Yes that’s the neighborhood. Even those two won’t be the exact same. Kratos probably around 200k+ sometimes. LODs are a thing. The future is more and more polygons
Its very competitive and super hard industry to get into but follow ky tutorials 😅
do they need to know haircards?
game artists do to be more hireable, yes.
Hi there, Do you recommend any courses to help familiarize the programs like zbrush and any programs needed to render a great character? And also bring someone up from not knowing anything from the program to having the skills to meet industry standards? My goal for over 10 years has been to become a character artist for the film industry. Let Me Know!
thank you for such videos J really helpful!
can someone tell me what exactly game artists do? currently studying concept art but thinking of branching out (also, my 3D professor has shown us your work as examples!!)
u said not to mix the portfolio with vfx workflow and offline rendering, but your portfolio have a lot of projects rendered offline with arnold
once you have several strong examples of your professional focus then the art you add can be more like flavor and additional things
I'm a recent grad who's been feeling alittle lost with making a portfolio. Since it takes such a long time to make a full game character from scratch solo, should I post Zbrush Renders with Poly painted textures? I fully intend to make the final textures in Substance, but in the interest of time and exposure, I'm wondering if it's worth poly painting and posing in zbrush at least until the retopologized and textured character is done?
I wouldn’t post anything that isn’t “finished” so nothing in progress or that doesn’t look finished. Could post on the blog on artstation or instagram though. Those places are perfect for posting in progress stuff
@@artofjhill Fair enough, I didn't know Artstation had a Blog feature, I need to look into the site some more. I do utilize both Artstation and Instagram, but I have terrible at posting on Insta, will change that. Thank you!
hmm, if I were showing my portfolio to a company, should I reduce it to only 1 art-style? or they usually like more various art-style in one portfolio?
I’d do a range of styles that I’m interested in doing professionally. As long as they are strong examples, it would be a good thing.
I see! thanks for the answer :D@@artofjhill
@@artofjhillhow did you draw all these what apps did you use?
Are there career opportunities for Blender users sculpting characters at big studios?
First of all don't use only blender, that is a big red flag. Other than that just take care what you do in blender follows the industry workflow. As long as the pipeline is the same there shouldn't be any problem to teach you an other software or even let you use blender. I'm seeing blender being used in major studios, it's just not the standard.
Just wondering do you suggest using others base mesh to sculpt characters for portfolio?
I don't know game companies will take it for cheating or not, or they will think I doesn't skilled enough.
Of course you can! Doesn’t even come up and there’s no way to know. Important to understand fundamentals though and that you “can” do it
I don’t know about portfolios, but I do know if that you constantly use reframe edits in Capcut it’s annoying and loses its force as a point of emphasis!
I tried to apply to a University to learn and became Video Game Artist. But they asking me to show my arts and modelling experience. HOW? i have applied becasue i want to learn it so from where can I learn it than?
Just by doing and resources online. Art school review portfolios before accepting too. They want to see if it seems like the person has something to build on and the likelihood of success
Perfecto..!
Make video on root to how to plan projects.
i been find the answer alot of place . but it not clear answer at all . in zbrush .how many time that i can do subdivision on 1mesh .
it max at 7time at 49mil_point. is that it ?
depends on the hardware I think. the more CPU and RAM, the higher. but either way, it's always very high
@@artofjhill my pc just
core i5_gen9 and Ram 16/1 and 8/1 at 3000mhz . maybe bacuse my cpu low !!
Is character creator a professional software?
If you’re asking if studios use that to make characters for their games, no.
🔥
Still can’t get rid of female Hanzo from my mind😂
What’s your opinion on getting permission to use concepts in portfolios for environmental art? Do you ask? Do you just use and give credit? Neither? Thanksx3
Always give credit. Sometimes I ask permission too or let them know. it all depends. but always credit the source
I can finally have lunch again
wait, cant a game artist also be a character artist but without the 3d? is it more like a depends on the studio?
Like a concept artist? Or a 2d game?
@jeanclaudethedarklord6205 oh, sorry, my lazy ass 2 months ago wanted to only do the character's sketchesXD yes, concept artist is what i meant, but i thought it was without the backgrounds/props design part🙃 (now i accepting that i need to learn to draw backgeounds😭)
I feel like when there's zero jobs the problem lies not with you nor your portfolio.
You can only change things within your control of course... however that may be
Yoo good 1
I just can't rigg such a pain
As of 2024 Unreal Engine has 11% market share, Unity has 71%. So unless you're aiming at working for AAA developers, You're more likely to get a job in the industry by learning Unity first, then using that knowledge to transition as it's not that big of a difference between them as far as scene assembly goes.
Stop showing around Maya in your videos J, you are a Blender user now. :P
Great video with excellent tips!
Did he posted this video before or am i imagining it? 🤔
👀
Im making my new showreel of vfx, hope i can find a not bad job
Thanks for the info.
Its nearly impossible these days to obtain the skill levels required for even a glance of employeres. With the rise of AI being used in some games now, its not encouraging to say the least. Many love to have such skill levels even at a fraction of what is seen online so readily. How does one get even close in obtaining such mastery in 2d and or 3d efficiently without burning wheels?
Im a failed artist to say the least, as all that is possible is work but go no where while watching others succeed.
Is it possible that its gentic as some artists say, "either your genetically gifted or not suited for the art world" is a factual statement?
Curious if hes right
Maybe we should use Ai art to assist us to go further as a crutch till we don't need it as individuals.
what about the layoff from gaming industry? the AI is replacing humans and how as a human being going to get a stable job ?
Layoffs are more related to corporate spending and shareholders imo. The game industry is growing larger year after year still and AI is not viable or legal yet. Who knows what the future is but art and creativity will never die and money isn’t the only reason to make things.
i feel so demotivated working on my portfolio because of AI going on, what affects are the game industry getting from it?
What will we do when AI like Sora replace us please reply
Adapt.
Automatic elevators replaced operators, computers replaced specialized mathematicians for doing complex math calculations, cars replaced carriage makers, electrical lights replaced candle makers, the internet replaced travel agents...
Human progress never stops, you either adapt or you get left behind crying.
You can't be replaced by AI itself. You can be replaced by artists who know how to use it. Just keep your finger on the pulse, learn new techniques and tools. That's how you stay competitive in any industry
Honestly, this Ai stuff doesn’t bother me. It’s annoying, but I’m gonna make my stuff regardless. As far as I’m concerned, it’s a privilege to be able to make money from what you love doing. Most people who have ever or will ever exist, won’t completely enjoy what they do for a living. You should feel forever grateful and lucky if you manage to pull it off. Art has never been my number 1 source of income. I’ve always made sure I have steady streams of income, either a full time job, or forms of passive income, and done freelance 3D art and anatomy lectures as a freelancer. Even now that I’ve gotten to a point where I make well over $3k a month doing art and anatomy training, I will never quit my full time job. I enjoy it, and it’s very stable and I won’t let go of a good thing, that so many would dream to have in this economy, just to “follow my dreams”. Ai or no Ai, I’m gonna make my art cuz I love it. And if we ever get to the point where all digital and even traditional art becomes obsolete on the market, I don’t care. I’m gonna make my art because it makes me happy.
This
@@bogdanyar3527 oooh thanks buddy 😄
i believe more in art test instead of portfolio
mostly art tests are phased out. My studio doesn't do them and I advise against them. It's asking for free labor. Also, studios do not give art tests to people that don't have strong enough portfolios to garner interest in the first place.
blender is goat
Can I make from "jolly Roger" Software, post it and still hired? I mean see that software price is high for my wallet.
Any concept artist in the comments can tell me if my art is heading in the right direction for concept art????? I don’t know if it’s detailed enough
"a traditional degree doesn't matter anymore" is a big oof for someone about to get a bachelors haha
Ha I got a bachelor’s too.
Meh, I'll just have my work be my portfolio. I'll make a game myself, demonstrating that I understand level design, character modeling, animation, and just demonstrate that I have those practical skills. I'm self-taught, and I see a lot of... 'Fat', when it comes to workflows and the industry. I'm not really interested in joining the industry, I kind of want to just do my own thing. Because I mean- you see the stuff that's coming out. Industry standards are sub-standard, they focus on the wrong things. Solo and small indie devs are replacing it.
But for a freelance i cant afford Maya and unreal engine isn't as reliable for game companies
In India Vfx and Gaming Jobs sucks 😡😡
is everything ok with your eyes? Get well)
had same question
everyone cries once in a while
@@ehyzen What ZBrush does with people....
hello sir
Are you single ???
Super handsome ❤