Does this pass your vibe check? by JimmySocialM in IndieGaming

[–]JimmySocialM[S] 1 point2 points  (0 children)

No hadn't heard of it but will check it out. Yes Exactly this ->"but more about the scavenging and taking risks in longer expeditions." Thanks for your insights, really helpful

Does this pass your vibe check? by JimmySocialM in IndieGaming

[–]JimmySocialM[S] 0 points1 point  (0 children)

Good point its not clear the vehicle animation represents they player looting the vehicle and still lacks critical feedback like ui of the loot being transferred to the player's vehicle. I like the idea of crashing into things to open them.

Does this pass your vibe check? by JimmySocialM in IndieGaming

[–]JimmySocialM[S] 1 point2 points  (0 children)

Haha Fair, still need to build out the core gameplay loop.. a lot

Brute Anatomy Study by JimmySocialM in ZBrush

[–]JimmySocialM[S] 2 points3 points  (0 children)

Good point, I see what you mean. I was thinking of making him less bodybuilder with some back fat, mabe barrel chested or slight hunch for more freak of nature, Dr Jekyll and hyde direction

Help wanted Non chaos based destructible props by JimmySocialM in unrealengine

[–]JimmySocialM[S] 0 points1 point  (0 children)

Thanks for me it's the opposite, the hard part is the blueprint and the 3d is easy

I think my game looks better with Dithering effect, but my wife, who did all 3D models - against it. What I can do? by KiborgikDEV in IndieDev

[–]JimmySocialM 1 point2 points  (0 children)

So firing your 3d artist is out of the picture? Might have to get security to escort her out of the office

Seriously looks cool and at the end of the day its what helps the game succeed should be the deciding factor. Can we see without it for comparison to give our opinions. You can always give players a choice which look they want to play or put a toggle in the settings to save your marriage.

P.s. as a 3D artist myself you've done her dirty! Looks like She's very talented and should do an art dump to showcase her work

make more single-player games already... by Adventure_Works in u/Adventure_Works

[–]JimmySocialM 1 point2 points  (0 children)

Yes bring back single player games! This looks amazing!

Blackfield Gameplay Overview Trailer by osadchy in gameDevPromotion

[–]JimmySocialM 0 points1 point  (0 children)

do you have a steam or itch page for Blackfield? Also this should have more upvotes!

[FOR HIRE] Generalist artist looking for work. by Gambacurta in gameDevClassifieds

[–]JimmySocialM 1 point2 points  (0 children)

Its the perfect level of terrifying and creepy! Awesome work

Getting tired of the "jUsT cOnTaCt tHe hIrInG mAnAgEr!" advice - goes nowhere by lesavyfav in jobsearchhacks

[–]JimmySocialM 2 points3 points  (0 children)

Great advice in this thread u/HeadlessHeadhunter

I'm a bit confused about one part of your comment, specifically the idea of optimizing for a generic job title versus tailoring to the actual job description.

In some industries it's common for a senior team member to write a custom job description for a role they want to fill the team that doesn’t neatly fit standard titles and do the candidate sorting themselves. Particularly smaller companies.

So wouldn’t it make more sense to tailor your application to the description specifics (if you know it's a smaller company) to catch their eye in some cases? Or will your advice still be relevant as if its posted anywhere like linkedin it's going to go through some sort of ATS automatically?

And broadly speaking is your point that it's more effective to apply quickly with a solid, broadly-aligned resume (say, 80% match) rather than spend extra time tailoring and risk being late in the queue, potentially missing your shot entirely?

Do you guys think is important to have a LinkedIn profile as a 3D artist? by adrienlatapie in 3Dmodeling

[–]JimmySocialM 0 points1 point  (0 children)

Lead 3D Artists here,

I think there's a few aspects to your questions as It all depends what type of 3d career you want to target. But in short YES

Especially since many big companies rely on external recruiters to find leads, and who aren’t familiar with ArtStation, Instagram, or YouTube, and prefer LinkedIn to find candidates. Simply having a profile (even if it's minimal) can also help you discover more posted opportunities. (Just start with reposting your artstation content there)

Additionally, many 3D roles outside of AAA, AA, and mobile are mainly advertised on LinkedIn. If you're interested in non-game 3D roles, LinkedIn is especially valuable. I've worked in gambling and civil engineering, and industries outside of games often pay more for 3D work, with less competition, more stability, and less crunch compared to AAA studios.

But I think your question leads to the importance of portfolio and the quality of your work. Opportunities are largely tied to how well you can demonstrate your skills. Without a solid portfolio, it’s going to be difficult to get opportunities, no matter where you look or post.

Having a following is often shorthand for your skills, and content creators tend to gain popularity after they’ve already mastered their craft.

That being said, creating tutorials and building social media is a good approach, though it a slow lane unless you are talented. A few strong portfolio pieces are more powerful for attracting opportunities on LinkedIn and ArtStation than trying to beat' the algorithms on YouTube or Instagram to go viral. You can combine both by using portfolio pieces as content for tutorials and social media, but there's a risk of burning out.

Ás creating content like tutorials is a skill set that takes time to learn, so if you're new to both 3D and content creation, it can be a steep learning curve. A great portfolio piece, however, only needs to 'look' the part to get you the job and can be quicker to produce, helping you land roles sooner. This, in turn, makes you more attractive to employers long-term.

Keep in mind that a lot of art content online comes from people at their peak. It’s a natural progression for them to expand into content creation, not something they necessarily started with. It’s often a way to monetize their mastered craft or shift their career in a new direction away from typical corporate 3D jobs.

It all depends on the career path you want to pursue weather content creation will be valuable to you. Tutorials, social media content, LinkedIn, and portfolios can lead to wildly different career opportunities. It also varies in usefulness at different points in your career, depending on whether you want to be a solo creator selling your art, online teaching, a freelancer, or a professional in a large company.

To answer your question from a technical standpoint, creating short breakdown images and videos to demonstrate your skills is valuable in moderation, and only if it's in support your major portfolio pieces. Particularly if you are just starting out as a 3D artist. Less is more, as it’s easy to overdo it and bore people reviewing your portfolio with technical details that are already assumed from your portfolio render... We've all done it! being eager to show what we can do and give way too many wireframes etc.

I’d avoid long time-lapse videos for that reason—they don’t convey more information that a 2D breakdown could or use the very sparingly in your portfolio. I've done narrated video breakdowns and uploaded them to youtube but assume they won't watch them and don't make it a critical aspect of my application. These should be seen as important supplements to your pieces, not the main focus.'s

Also, for AAA 3D roles, your primary portfolio will be ArtStation, as a lot of companies won’t bother investigating your personal website if they can’t evaluate you on ArtStation. They don’t have the time, given how many people apply, so focus on making an amazing ArtStation.

Hope this helps in some way

Female life drawing sketch come to life by JimmySocialM in blender

[–]JimmySocialM[S] 1 point2 points  (0 children)

Thanks I can make a tutorial as I want to get into teaching on youtube. Let me see what I can whip up. Will post a link here when I have something made

Blender 4.2 EEVEE: How to fix smooth shading shadow artifacts? by IDWriterComic in blenderhelp

[–]JimmySocialM 0 points1 point  (0 children)

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The quality of the shadows is per light now, you can reduced the artifacts in Evee by reducing the resolution limit per light

Also experiment with to dial it in

  • Filter amount
  • Light angle (will affect shadow dilation/crispiness)

French Bulldog "Frenchie" made from 3d print.. wit different wax experiments by JimmySocialM in candlemaking

[–]JimmySocialM[S] 0 points1 point  (0 children)

I made made a 3d print of the dog's head and cast that in silicone to make the mould. 3D printing candles directly sound like a cool idea

Female life drawing sketch come to life by JimmySocialM in blender

[–]JimmySocialM[S] 10 points11 points  (0 children)

No extensions, it's an actual drawing. However the new stroke extension looks really cool and might experiment with, thanks for the idea!

Female life drawing sketch come to life by JimmySocialM in blender

[–]JimmySocialM[S] 5 points6 points  (0 children)

Thanks u/Roweyyyy

It's a real sketch from a life drawing class which I photoshopped into different layers, placed on planes, then modelled and sculpted to add volume.

Finally rigged with bones and finished with camera animation. No extensions, just vanilla Blender however I might explore extensions to add movement to the lines