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3D artist looking for a job (Forums : Recruiting & Resumes : 3D artist looking for a job) Post Reply
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Jun 30 2012, 4:33pm Anchor

I am a 3D artist texture capable and experienced with 

- google sketchup 6,7,8
- 3D's max ( a bit texturing mainly )
- Maya
- Texturing
- Unwrapping

what im not experienced with

-coding (no modeller really needs this)
-animating ( im an artist not a puppet man ) 

What am i after? I am after a payed job and i am looking for a long term job. I work from home have dropbox,skype,steam,xfire,teamspeak,facebook and many more so contacting me is not an issue neither will be sharing models.

A bit about me. I have worked for many teams and still havent found one that suits me but what i do best is any modelling that isnt organic or character modelling.

Look at some of my work and see if you want me to work for you, ( i would rather work for a game that will acctualy happen and be released for money)

Youtube.com
Youtube.com
Youtube.com
Moddb.com

Jul 1 2012, 2:05am Anchor

Your profile hast mutch to show..

TKAzA
TKAzA PolygoneNomNom
Jul 1 2012, 5:19am Anchor

keep at it, i would say you have a long way to go before you reach the quality expected for paid work.

--

TKAzA moddDB Content Manager
Copyright, Mod or Group issues PM me.
Check out my Portfolio if your looking for a artist.

Jul 1 2012, 6:53am Anchor

thats fairly old work and untextured :) and i will keep at it thankyou

TKAzA
TKAzA PolygoneNomNom
Jul 1 2012, 1:25pm Anchor

you should show some newer work then as that old work isnt the quality people will pay you for.

--

TKAzA moddDB Content Manager
Copyright, Mod or Group issues PM me.
Check out my Portfolio if your looking for a artist.

Jul 1 2012, 2:49pm Anchor

ok thankyou :)

Aug 30 2012, 9:33pm Anchor
Aug 31 2012, 3:28am Anchor

"-coding (no modeller really needs this)
-animating ( im an artist not a puppet man ) "

Sorry, but you couldn't be more wrong about this. How much do you actually know about the business?
Leaving such a comment, is not only rude, but it is very unprofessional too.

Aug 31 2012, 5:16am Anchor
LineArt wrote:"-coding (no modeller really needs this)
-animating ( im an artist not a puppet man ) "

Sorry, but you couldn't be more wrong about this. How much do you actually know about the business?
Leaving such a comment, is not only rude, but it is very unprofessional too.


well look at his age under his profile and that would probably answer your question

Aug 31 2012, 8:13am Anchor

I see. I do not check that type of infomation, since I do not judge people or their experiences on their age. I was wondering because he mentioned he'd worked on teams previously.

Sep 8 2012, 10:33am Anchor
LineArt wrote:I see. I do not check that type of infomation, since I do not judge people or their experiences on their age. I was wondering because he mentioned he'd worked on teams previously.

all right your perfectly right I am not professional... I am 14 and I don't YET have a wide range of knowledge such as animating coding and modelling.... I expect that will come as I practise over the years and yes I have worked on teams and I am now proudly the lead modeller of a royalty game company. looking back I agree that yes I will need coding and animating in the future but at the moment I am fairly proud with myself for earning money of of game design by the age of 14. and coding and animating are not a huge priority to me my priority is my modelling practise for now because my team already has a coder and as far as animating goes we have a professional from Treyarch doing our animating :) hope that explains a bit

Edited by: hololand

Cryrid
Cryrid 3D Artist
Sep 8 2012, 11:18am Anchor

On a small personal note, I'd still recommend getting some personal experience with animation even when you are currently focused on modeling (think of it like a synergy). The best animators in the world will still be at a disadvantage if they're handed a model that was built with zero understanding of their craft. It's not something you'll have to spend a great deal on, especially where you stated you don't want to focus on characters, but it will still boost your overall quality and make your work more appealing for people who are going to be looking for certain traits when they see a model. 

TKAzA offers some excellent advice; showing new work is absolutely critical. The whole point is that it is a way of saying "this piece shows the current extent of my abilities, and the service that I can provide for you''. At the moment those are the only four links that you've provided in order to sell yourself to the community; if you vocally feel that they no longer actively represent where you are currently with your skill, then it basically turns the offering into a mystery envelope, which will limit your options.

ambershee
ambershee Nimbusfish Rawks
Sep 8 2012, 12:11pm Anchor

As an aside, in the UK it's realistically very difficult to legally be employed until you leave compulsory schooling; The company must fill out a lot of paperwork including permits from the local authority and risk assessments. On top of that you're limited to working 12 hours a week outside of summer holidays.

casf01
casf01 Rigger / tech artist
Sep 8 2012, 5:25pm Anchor

I find this thread kinda funny as a professionnal animator or tech animator to be more precise.
Sad thing is the "puppet man " is having a higher pay check than the modeller.

troll mode on:  I'll quote my art director (an ex modeller) as he was trying to understand an animator that was having some difficulties... "animating require way more artistic talent than a modeller, a modeller can fake talent, an animator can't..."

Sep 9 2012, 5:02am Anchor

Animation is just as hard and time consuming (If not more time consuming) than modelling.

Your art director is somewhat right. I see many modellers who theoretically aren't that good - but due to the render of the software etc. it covers up crap for the "normal" eye (I'm not thinking about the artistic eye)

A lot of modellers can barely draw, or has any sense of composition, rythm or quality - and it's basically just the software spitting out pretty-pics.
You can immediately see if animation goes wrong, especially for human characters, and animation is just as time consuming as modelling.

No offense to either. I'm a CG Artist, but I work along side with animators - and I don't take their skills and abilities for granted! Neither do they take mine. We're pretty equal.

People who claim animators have an easy job (whether it's 3d or 2d) - don't know anything about entertainment development.

But being all new to the industry, and not even being a professional claiming people are "puppet men" and making conclusions too quick, is not a too good sign to show. Be realistic, you're 14 and what you can do is possible to learn in 2 days. The chances you will be hired again are small.

Cryrid
Cryrid 3D Artist
Sep 9 2012, 12:30pm Anchor

About this new tangent: I don't think anyone here ever claimed animation was easier. If this is related to the term 'puppet man', then I don't think it's anything to take offense over. In the realm of analogies (and focusing more on the visual assets) I would say that modeling is very much like building a puppet, texturing is painting it up, rigging is hooking up all those joints/strings/controls, and animating is making the evil little thing dance. Environment artists provide the stage dressing, and together we all bring this illusion to life for the audience to enjoy. 

And I think illusion is the big word to focus on, because that's what it always is. Even if you're drawing something on paper, the goal is just to create an illusion for the brain to interpret. It's not about detail, it's about knowing and understanding the very thing you're trying to recreate, and then communicating that point across. Depending on the nature of the asset and how it will be seen and used, it can prevent a varying degree of demands. It's not a lack of talent to efficiently spend your time and resources on what the eyes will focus on the most. If the goal is to recreate what already exists, then a modeler really doesn't need to know how to draw, nor will they need to understand composition. But they still need the same observational skills, the same understanding of how to analyze and reconstruct a form, not to mention a handful of other cg-specific knowledge to command. A modeler without those abilities is as useful as an animator that doesn't know how to act. The fanciest renders in the world aren't going to make an object look better if it was built with no understanding of it's form or construction, just like motion capture wouldn't help someone who doesn't know how to preform.

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