Jump to content

KoKo5oVaR

Moderators
  • Content Count

    8,241
  • Joined

  • Last visited

  • Days Won

    12

Reputation Activity

  1. Like
    KoKo5oVaR got a reaction from ⌐■_■ in She said yes!!! Now I'm engaged.   
  2. Like
    KoKo5oVaR got a reaction from blackdog in She said yes!!! Now I'm engaged.   
  3. Like
    KoKo5oVaR got a reaction from seir in She said yes!!! Now I'm engaged.   
  4. Like
    KoKo5oVaR got a reaction from Seldoon182 in Post Your Pic Extravaganza   
    Why not trying to "expand" your relationship ?
  5. Like
    KoKo5oVaR got a reaction from ⌐■_■ in Post Your Pic Extravaganza   
    Why not trying to "expand" your relationship ?
  6. Like
    KoKo5oVaR got a reaction from Minos in Stealer   
    What a way to generalise things Sentura.. if only like me you were trying to find a photo of the actual author of the game
  7. Like
    KoKo5oVaR got a reaction from knj in Dear Light Maps !   
    pls it won't be painkiller without lightmaps
  8. Like
    KoKo5oVaR got a reaction from seir in The Art of the first game job.   
    Point °9 by Rick is the most important one, the rest is bollocks; so think it over and over and over before anything


    Still, some ideas for a 3d environment artist candidate :

    - Have in mind when making your portfolio that you are showing it to someone for only 20 or 30 seconds, so make it fast clear and simple as possible. Put your best work in first and have enough side work to give the feeling of a "full" portofolio

    - The ideal of any employer is to get a junior who knows as much as the guys already employed in the company (and the cool thing is that he can pay you less) he is not interested in teaching you how to do your work but assume you already know how to do it.

    - If you are worried about standards and what should they be, just take screenshots of the cool looking game of the moment and see if you can do any better. If you can approach it that's already enough

    - Choose the employer who is doing the same stuff you do; If you already made medieval stuff for exemple, your employer will know you will be quickly operationnal for a medieval game, and if you already made castles, he already knows what he is gonna get.

    - Make assets with the quality of a modern first person shooter ( even more, but don't go too much on details or your employer will think you don't know how to optimize) your employer will assume that if you know how to do assets for a first person shooter, you will be able to make cool assets for any other kind of games.

    - To render your stuff use Marmoset, UDK, Cryengine; whatever is real time, powerful and shiny ( very few people will appreciate a very well made low poly model for PS1 standards )
  9. Like
    KoKo5oVaR got a reaction from Thrik in The Art of the first game job.   
    Point °9 by Rick is the most important one, the rest is bollocks; so think it over and over and over before anything


    Still, some ideas for a 3d environment artist candidate :

    - Have in mind when making your portfolio that you are showing it to someone for only 20 or 30 seconds, so make it fast clear and simple as possible. Put your best work in first and have enough side work to give the feeling of a "full" portofolio

    - The ideal of any employer is to get a junior who knows as much as the guys already employed in the company (and the cool thing is that he can pay you less) he is not interested in teaching you how to do your work but assume you already know how to do it.

    - If you are worried about standards and what should they be, just take screenshots of the cool looking game of the moment and see if you can do any better. If you can approach it that's already enough

    - Choose the employer who is doing the same stuff you do; If you already made medieval stuff for exemple, your employer will know you will be quickly operationnal for a medieval game, and if you already made castles, he already knows what he is gonna get.

    - Make assets with the quality of a modern first person shooter ( even more, but don't go too much on details or your employer will think you don't know how to optimize) your employer will assume that if you know how to do assets for a first person shooter, you will be able to make cool assets for any other kind of games.

    - To render your stuff use Marmoset, UDK, Cryengine; whatever is real time, powerful and shiny ( very few people will appreciate a very well made low poly model for PS1 standards )
  10. Like
    KoKo5oVaR got a reaction from Thrik in Thriko's photos   
    Nice photos thrik, hopefully you made good use of these rose petals ( not so bad in salad )

    Also, you managed to make this english food looks good, which is actually brilliant
×
×
  • Create New...