Debriefing > Join Us
3D artist
V:
Hello, I started studying 3D last year after being inspired by a videogame I played. I have decided to make this my career choice, however as a concept artist I am pretty underwhelming. I am interested in contributing to the project as a 3D artist. I have some good experience of efficient polygon and NURBS modeling, I am somewhat proficient in the concepts of unwrapping UVs, and I believe I could probably paint the UVs to a good standard in a 2D suite.
I am interested in character animation mostly but I think for the time being I should probably stick to creating simple assets should you requite it. In Maya I'm pretty much self taught, I took a small part time course in 3DS Max and learnt a lot about animation but I prefer to work in Maya. I have played around with Valve's Hammer and Poser tools but never done anything extensive besides making a simple map.
I'm very determined, I have high standards and I can identify errors in my own work and will endeavor to correct them.
Position applied for - general 3D artist
Experience - 1 complete year of 3D, mostly self taught.
Programs used - Maya primarily, 3DS Max as a backup, learning ZBrush for high res sculpting and poly painting however I would not consider myself suitable for any GE:S work with this app. Photoshop, learning GIMP.
Sample work -
Maya
http://i34.tinypic.com/2cwrma9.png (hover bike, w/placeholder shaders )
http://i34.tinypic.com/t6fc43.png (character model and UV unwrapping, placeholder texture of course)
http://i37.tinypic.com/108e9ur.png (render of that character)
http://i35.tinypic.com/25qg7k5.jpg (FK/IK rig created with a tutorial, the rig was 100% manual by myself)
Max
http://i35.tinypic.com/71sr4h.jpg (desert animation test)
http://i33.tinypic.com/33u4jzb.jpg (i wasn't happy with the above tests so i ended up creating a desert canyon) with a tutorial by Pete Draper who supplied the reference textures for the canyon.
ZBrush
http://i38.tinypic.com/2nqh9jl.jpg (poly painting on a pre-supplied mesh)
I have some more stuff, but I think that shows off a few of the skills and my standards. I am keen to learn, I'm taking a full time course this Fall in Maya and programming. I'd like to start off on the lowest things you have to offer and learn from the team. This is my life right now, I noticed in another thread one poster was asked to model and render a Pixar style lamp- if you'd give me the opportunity to do that for you I'd be willing to prove myself. (in fact even if you tell me to bugger off I'm still going to do it in my free time)
Email - spencerocksatgmaildotcom (MSN also)
killermonkey:
Hello V,
Thank you for the application, it looks like you have the drive to learn (clearly from all the tutorials you went/suffered through). I like your paralellel line placement on the face of your character, however I notice that your UV unwrap is extremely basic. Never fear, that is what my UV maps looked like when I started learning too. I think you have potential in you and I would love to see you model the lamp.
http://img.photobucket.com/albums/v687/killermonkey01/21313.jpg
One point of advice. If you want to use NURBS or whatever other method, you MUST transfer it into polygon format for the export, otherwise you will end up with way too many tris in Source. Like I told the other applicant, you should aim between 300-400 tris on this model easy. Don't be afraid of hard edges/creases and definately don't focus on the detailing (springs, etc) as that will come out in the texture. Good luck and please post anymore refs you may have I am interested in seeing them.
Loafie, Hero of Dreams:
I like the bike
V:
Thank you Loafie. I've done a little more work on it today, I hope to finish it in the next day or two with shaders and a UV map. http://i38.tinypic.com/2w4haxi.png
Over budget at 606 triangles. I took a few liberties and beveled two edges, and added two screws. I figure in an office type environment most of the other geometry will be quite box like so having something a little over budget might be worthwhile. If that's not acceptable it's 514 triangles without the bevel and fixings.
http://i33.tinypic.com/fao753.jpg
http://i33.tinypic.com/2d8g7wo.jpg
VC:
Is it just me, or did you use a hexagon for the supposed-to-be-round base, yet spend over nine-thousand polygons on the little loop of electrical cord.
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