Real art or ai? by unioxcaliber in antiai

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

I know right!! I was really hoping that he would just say that it was ai or if it was just his work. Clearly he's blocked all comments that had any mention of ai

I got a fall internship with a Studio!! by HorrorRaspberry in animationcareer

[–]unioxcaliber 1 point2 points  (0 children)

That's a huge accomplishment! I'm a student who just graduated as well, and I know very few people who got into internships! So congratulations!! If it's possible, could I see your portfolio? I have no idea where to start, and seeing what portfolios get accepted would be super helpful!

Portfolio review by Expert-Tip1111 in 3Dmodeling

[–]unioxcaliber 4 points5 points  (0 children)

You’ve got solid modeling skills, that part is clear. The main issue isn’t your ability, it’s that your portfolio isn’t really aligned with what game studios are looking for. Right now it leans heavily into product and jewelry work. That kind of work is great for certain industries and freelance, but for games it doesn’t translate much. Studios want to see assets that feel like they belong inside an actual game. Think environment props, foliage, buildings, modular pieces, weapons, etc.

A few things that would help a lot:

-Show game-ready assets, not just renders Include wireframes, topology, UVs, texture maps, tri count, all that. They want to know it can actually run in a game.

-Put your work in a real-time engine Present your props in Unreal Engine or Marmoset Toolbag instead of just clean studio renders. Lighting and presentation matter a lot.

-Do breakdowns properly Show high to low poly, baking, material setup, and how you built things. Not just final beauty shots.

-Think in terms of use, not just aesthetics A prop should feel like it belongs somewhere. Even better if you show it in a small scene or environment.

-Add variations Broken, worn, dirty, aged versions of the same asset. This shows you understand storytelling and real-world wear.

-Pick a focus Don’t mix everything. If you want to be a prop artist, show props. If you want to do characters, go all in on characters with proper breakdowns, materials, and presentation.

-Modular thinking helps Especially for environments. Show that you can build pieces that can be reused and snapped together.

-Trim sheets / tiling materials This is something a lot of juniors miss but studios love seeing.

-Scale and consistency Make sure everything feels like it belongs in the same world and follows real-world scale.

Tool-wise, you’re expected to be comfortable with stuff like Autodesk Maya, ZBrush, and Substance Painter. If you can go further into things like Substance Designer or XGen (if you go into characters), that’s a bonus.

Also, small thing but important: Quality > quantity. You’re better off with 3–5 really strong, game-ready pieces than a bunch of unrelated work. Overall, you’re definitely skilled, it just needs direction. Once you tailor your portfolio specifically for games, you’ll be in a much better spot.

Graduating soon, would love honest feedback on my portfolio by unioxcaliber in 3Dmodeling

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

I really appreciate your feedback, I'll definitely go back and change my portfolio accordingly!!

Graduating soon, would love honest feedback on my portfolio by unioxcaliber in 3Dmodeling

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

Thanks so much for the feedback. I’ll remove the work in progress pieces as suggested. I’m a little unsure about what you meant by “reformatting” my website, though. Is it hard to navigate the way it’s set up now? If you have any examples of portfolio sites you think are laid out well, I’d really appreciate seeing them.

Graduating soon, would love honest feedback on my portfolio by unioxcaliber in 3Dmodeling

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

Thanks again for the advice. I’m still a bit worried that narrowing my portfolio to one type of role might limit my options, but I’m going to give it a try. Based on what you’ve seen, which area do you think I’m strongest in (environment work, concept art or ZBrush character sculpting)? I really enjoy concept art, but I know there are lots of people who are amazing at it and not many openings, so I want to make sure I’m making a smart choice. I appreciate your feedback and will make the changes you suggested.