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Join Date: Feb 2011
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04-09-2012, 09:57 PM
Hi beaulamb I'm also in your same situation I'm studying in the field and you enter the game to gain experience. I would not do another summer to be a waiter -_-' this is my current portfolio http://carermejoart.blogspot.it/p/portfolio_31.html
if you want to give us a look for advice or criticism are welcome. : D P. S. I saw some of your work so much I like most especially the detail that you enter. : D |
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04-21-2012, 12:36 AM
My only advice I can truly give you is try to break out of the cliche photoshop airbrush look. Try to make your textures look like "real" textures. The companies will notice the extra step in detail and to be honest in my opinion it's what they want. Especially for armor. You need to get the point across that it's metal not just some super smooth plastic surface.
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Join Date: Feb 2011
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04-21-2012, 09:02 AM
thanks for the feedback sixilli, so you think i should try for more realism in my work? or just focus on how different materials look to improve my paintings by creating more textures?
Thanks again ![]() |
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04-21-2012, 11:51 AM
I would de-emphasize the fanart. Not all of your pieces, but many of them, seem to have the values limited into a relatively narrow range. Look through them in grayscale and see if you agree that they look a bit flatter than they really need to because of this. The "vampire chick" has some bright places because of the rim lighting. There, the problem seems to be more like I wish the lighting on her was directionally consistent with the lights I can see in the work.
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Please visit the "New Worlds" recurring Activity. My sketchbook is at: http://cghub.com/forum/showthread.php?t=1812&page=20 |
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10-09-2012, 12:29 PM
Concept Artist is the absolutely most sought after role in the Video Games industry with lots and lots of folks fighting for a really small amount of jobs. Let me distill my industry experience into a couple of key suggestions.
1. Be realistic - The chances of getting out of school and getting a concept job with a big studio are slim. There are alot of great jobs that will get you in the door of a studio and on the art team (Texture Artist, etc) and then you will have the opportunity to become upwardly mobile. 2. Be Stylistically Flexible - Most students tend to fill up their concept art portfolios with the kinds of characters and ultra real environments that they see in AAA productions but the reality is that there are alot of jobs in studios that are looking for people that can tackle looks more akin to whats happening in social games right now. If you can rock a DOFUS, WOW or Farmville style the, your chances of getting noticed will go way up. Hope these points help. |
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