Friday, 30 October 2015

Show reels Extended

Although this section has already been covered prior, I will be revisiting a few more examples of show-reels, both the good and the bad. Five should be covered on either side although i believe I can learn a lot more from creating a full detailed breakdown of 2 on either side instead of 10 brief overviews, slowly adding to this post over the course of time.

With this, I found the best place to post your showreels was on Youtube. 

Starting off with the good;

1). 3D Modeling Showreel Portfolio Akshay AAIP Arena 17 Chandigarh
https://www.youtube.com/watch?v=UsTfMjWM-FM

Starting with length, the showreel has a very nice length of 1 minute 50 seconds although this can only be judged on a case by case basis as a long portfolio but with a mass of high qualiy work could do wonders whilst a short show reel with very little work could still seem too lengthy. In reality it doesn't seem like the length should be judged, it should be based of it drags on or not or at least the time allocated per item.

No item really drags on although the quality of some of the showcases seems to be all over the place. The first item lasts thirty seconds and provides multiple pans over the object alongside a wireframed low poly. It would be nice to see more angles but its still quite nice. The second object doesn't have much beyond zbrush spins and a flash of the wireframe although the third attempts to incorporate all these features. I believe the starting downwards pan could have been a little less zoomed in but beyond this, all i can really pick on is the choice of pose. A T pose is good fore displaying the character but adding an action pose would really bring the showcase to life.

What really catches my eye is the minimalist style and strong opening. Transitioning from a stylised title screen to a slow pan of the highly detailed robotic horse really grabs your attention and makes your interest for the entire showreel.

Overall its very original, the use of slight animation in the title and the choice of music following the pace of the camera pans is a great example of attention to detail. I'll try to incorperate these in to my final product although it could mean a fair bit of work within adobe after effects for such small details.

2). 3D Environment Showreel - Sam Hayes 
https://www.youtube.com/watch?v=O0Vnj6FJgw0

First off, it may not be the best and has a fair bit of room for improvement but its the best i can currently find outside of CGI/ VFX showreels after looking through maybe 40 reels. From the start, the reel has a very nicely animated intro with a light-brown faded image of the artist prior work. This sets the tone nicely for the huge western town.

The quality of the work is very high although i feel the the opening down-wards pan doesn't showcase the best of the artists ability. In the first few seconds it seems incredibly important to try and blow away the viewer, capturing their focus. A little extra detail on the town sign or maybe even a god-ray could add wonders. Still, the quality throughout is very high and almost every pan is unique. I would have liked to see a slight fade between pans instead of the abrupt transition but this would be easy enough to add in my showreel.

After multiple pans, a wireframe is shown but i would have personally recorded the scene with textures and with just wireframe so i could blend between the two within Sony Vegas or After Affects. This wouldn't be a difficult or time consuming task and could add a lot to the showreel. This is an absolute must although it means i cannot do any specific editing until i have both variations rendered out so they can be edited in parallel to ensure every transition is the same between them. This would be a nightmare to do otherwise.

The use of animation really brings the reel to life. From the starting birds to the rotating wheel, it all makes the scene feel much more dynamic. I really wish there were dust particles to further add to this but thats just something to consider in my own work.

When it comes to the length, theres enough content within that it leaves you wanting more. Honestly at 1:30, it could have been much longer and still kept my interest but i believe the artist has taken quality far over quantity, showing only the absolute best they have to offer. The work quality could be better and more information should be provided such as completion times and texture resolution, even reference but the artist has an eye for detail and knows how to display his/ her work. Music choice wise, a slowly building ambiance is used so even this side is covered.

This showreel will be great reference for pacing and to compare against my own but for sheer showmanship, showreels such as "https://www.youtube.com/watch?v=zwi0Ju0ZwzE" will be invaluable. Every last camera angle and transition has been cleverly thought out to provide the best possible viewer experience.


Now for the bad;

1). CGI 3D Modeling Showreel HD: Character and Creature Reel by Jason Brown
https://www.youtube.com/watch?v=MZYpn2Tn5pM

This is a tough one as the showreel itself has apsolutely fantastic work although i feel like its presented very poorly. I have no issue with the length of two minutes nor the pacing of the content. What i have an issue with is most of the showreel consisting of movie clips without providing any breakdown of what assets were worked on by the artist in question.

The opening sculpt was of outstanding quality and although the pan didn't cover much beyond a small spin, it seemed like a suitable approach for any small object or monster head. The snake on the other hand seemed to pull down the quality greatly. The model is nice but doesn't seem like it could have been the artists best work in comparison to the prior sculpt. I understand this was put there just to showcase its CGI counterpart in the physical movie but it almost loses your interest. I would have probably pushed this comparison further back in the showreel for once the viewer has become entirely hooked.

The slow outwards pan over the spinning executioner model was just thrown in to the middle of Herculez movie clips, this would have looked fantastic if put either first or in place of the snake. All that would have needed changing is the spin/ zoomout length as it seemed very fast paced in relation to the rest of the reel. This is repeated a second time for the phaero model although its shown between the movie showcases which just comes across as confusing. Did the artist create the environments too? You're given next to no information.

I feel like the artist has attempted to make their showreel exciting but it just has no context. The work is of the highest quality and its obvious from the movie clips that he's an employed artist so the showreel may not be to aid him in employability but to simply show off his yearly work progress.

The music seems very unfitting and barely audible for most of the reel but this is quite an easy fix and annoyingly one of the hardest things to get right as it reflects on the pacing of the media and finding something unique could be impossible with copyright laws coming in to play. 

2). Demo Reel 2015 - 3d Artist - 3d Portfolio - Umar Abid 
https://www.youtube.com/watch?v=oENZ9k-6fkg

First off, this isn't a terrible show reel. It's more down to its sever lack of structure. The content within seems very overboard with what looks like an overview of every asset the artist has ever created, bringing the showreel length to a whopping ten minutes. The vast majority of these assets should be cut out, especially the small, simple pieces as in comparison with the full bar, they seem to greatly drag down the quality and bore the viewer.

Lets go over the content quality. Out of the entire show-reel, i believe the only pieces that should be kept in are the bar models, the higher quality, base coloured weapons and possibly the sink scene as these showcase the artists modelling ability. Many of the assets dip greatly in quality when it comes to modelling ability but this quality dip is seem mostly in the texture work. Its obvious from assets such as the mini-gun that the artist has spent his/ her time almost entirely focused on the modelling side. With these assets included in the reel, it does nothing but work greatly against the artist, displaying their weaknesses and doing very little to display their strengths. Cut out all except for the prior mentioned assets and it could be brought down to a 2 minute length and prevent a lot of boredom.

In regards to the pans; every object has the exact same spin. It would be nice to see some variation just to mix up the showreel but i realize that this could be quite difficult when displaying such simple assets. The pan does work very nicely for the bar and could work if slowed down slightly for the guns but a few side-ways pans or simple slow zoom-ins/ zoom-outs would add much more depth without requiring all too much extra effort.

There is no texturing breakdown or wire-frame displayed throughout the entire showreel but as a CGI artist its understandable as optimization wouldn't be all too useful beyond improving rendering times.

Now we have the music choice. The artist has attempted to make the reel far more energizing by adding what could be viewed as battle music although this just seems very unfitting and rather comical at times. When it comes to music choice, finding something calm and ambient that slowly builds can add a sense of mystery to the work.

The final point that seems like a deal-breaker for anyone still wanting to hire the artist at this point i a randomly added clip from the Muppets, stating that "sharing is caring". This removed any possibility of the reel ever being taken seriously and dis-credits any of the prior work. This reel alongside the same artist's epic food reel would probably bar him/ her from serious employment but looking on the bright side, the reels can be used as a checklist of things not to do in my finished product.     

Thursday, 29 October 2015

Pushing it a step further - APB developer overview

Rob Berry invited one of his old work colleagues to give us a lecture on the every day work methods and mentality of a Vehicle artist working on All Point Bulletin, a popular free to play MMO.

I found this to be a great experience as the presentations introduced new modelling techniques that i'm currently still trying to re-create in Maya 2016 but I believe ive managed to re-create his methodology to allow myself to create normally awkward shapes such as car bonnets and curved exteriors without having to move individual vertexes.

Alongside this, i was shown Uv'ing examples and given breakdowns on how to solve modelling and baking issues from my prior work. Even a breakdown of every step required to incorporate believable damage models. This knowledge was invaluable but lets get back on to the PPD part.

We were thankfully given a very blunt breakdown of the industry, how valuable our portfolio is in comparison to the final diploma and how much you should take from your possible employer before drawing a line in the sand. For example, many employers may set possible candidates upwards of a month product to "prove" themselves only to never receive employment. Of course this will only be a rare possibility but we should be fully aware of when it transitions to the stage of preventing us from seeking further employment possibilities.  

We were even provided with a breakdown of the APB's employment criteria and methods. All in all it was incredibly insightful, providing us with a great deal of information on subjects we may have never even considered previously.

I talk to Danny about almost all areas of the industry and after receiving advice on almost every area i could hope for he showed me multiple examples of similar vehicles to mine from APB as well as some of his personal modelling projects, making me feel much more comfortable with my modelling direction, putting functionality and attention to detail above all else if time permits it.

As a final point, I managed to add him on LinkedIn which in turn opened me up to over 200 new contacts. I really hope more industry talks are brought up before the end of third year as they are not only incredibly insightful, they provide a much needed push that i believe a lot of us could greatly benefit from.
  

Linkedin - Advertising yourself and self promotion

We were given a fully detailed lecture on self promotion, covering the main do's and dont's of job searching and the preparation that should be taken before graduation. A main area in happened to be a website called "Linkedin". In all honestly i had never even heard about this although it was described as a wonderful tool to allow users to build their connections with millions of individuals across the work, opening up job possibilities that may have never been available elsewhere.

This was described as the hidden job market, explaining that a huge number of employers used the service to find possible employees, removing any need for putting out a physical job advertisement.

With this laid out, it has since become a very important task to for me to find as many links as i can on a weekly basis although progress has slowed down greatly lately as I have began to run out of possible contacts.

Currently I have gained 24 connections. I added multiple students on the course as it was only logical, that way we grow our connections together but on top of this, invitations were sent to every lecturer that had taught me for the past three years, writing a custom message to ensure I was easily identifiable at a first glance.

To keep my profile as professional as possible, I focused on adding my current skills to the profile alongside the most professional picture I could find. As my profile could be viewed by industry personnel through my contacts, it is essential this is kept in line although i don't believe a logo is really necessary. I have looked in to the use of logos for 3D artists but apart from business card use, i have found very little use beyond a custom font to be displayed on the portfolio heading.

I found that the best artists get to a stage where their work is so recognizable, it can be identified from style alone, providing its own advertising.

The current state of my Linkedin Account;


Alongside Linkedin, I found that even something as simple as setting my Facebook profile to private greatly enhanced my possible employability as this would be the first and easiest location for any employer to check before deciding on an applicant.

As a final pointer when it comes to putting my name out there, I removed any previous websites or attempted portfolios from the past, leaving only Squarespace. It may not be a great portfolio but it displays a selection of work, is formatted nicely with navigation in mind and can be built up without too many issues. Further research in to HTML could make this process much easier though for creating my own custom website template.

 https://jason-churm.squarespace.com/

I feel that to make a name for myself, competing in monthly environmental/ modelling/ texturing contests could be a great idea although these will have to wait until Christmas at least although with extremely modder friendly games such as Bethesda's Fallout 4 being released soon, i can use this as an excuse to create some assets for the public whilst providing myself with a huge library of feedback and critique alongside multiple similar assets to learn from.

Major projects could even be posted on websites such as Polycount although getting useful feedback for a junior artist can be near impossible at times.  


  


Monday, 26 October 2015

Portfolios - The Good

Continuing on from the bad, these portfolios all contain useful features that could greatly enrich my portfolio.

1). http://krzysztofteper.com/index.html

Presentation?

Starting with Krzysztof Teper; his portfolio catches your attention instantly. It's minimalistic, using large, bold text with an orange, white and grey colour scheme, making it for starters, very easy on the eye. He had greatly considered the principles of Human Computer Interaction. Work is presented in a vertical set of banner images, large enough to fully show off detail but not so large that they become cumbersome. Shipped titles utilise very nice promotional images whilst personal work is clearly labelled in the bottom left corner of each image

Work Quality?

The work quality is outstanding. Just the work renders and in-game screenshots are taken in at such creative angles. It really brings a lot of life to a static scene. This is the type of portfolio I would personally want to aim for one day.

Ease of Accessibility? 

With ease of accessibility, I only have one gripe. The social media links at the bottom of the page have been re-designed to match the portfolio's colour scheme so you really have no idea what each links you to unless you physically click it, Other than this, each banner links to an art showcase an the clear "resume" button in the top right links you to all the information you could possibly need.

Opinions?

This is one of the best I have seen. I can't see the author having any issues with employment and if I follow the same design principles, I should be able to create a very nice end result. The most important features being the minimalist style and colour pallet.

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2). http://www.tituslunter.com/

Presentation?

Firstly with this portfolio, it's very unique in design, adopting a brand new style that I am yet to see in any other portfolio. It may look a little awkward to start with but works out to be incredibly easy to navigate without much of an issue. Its very minimalist which is nice in concept but it seems like a lot of space is wasted. 

Work Quality?

The work quality is consistent throughout, even splitting the work in to years albums to further reduce the variation of ability between concepts. Just looking at these concepts, you can tell he could create any environmental concept without issue, no matter the subject. There may be a little too much work, over saturating the albums but as the work quality doesn't suffer, it simply shows that its the portfolio of a well seasoned artist. 

Ease of Accessibility?

It could not be easier to navigate. From the start, you're only given basic headings, all self explanatory. If you want to return to the opening headings, just click the artist's logo and you'll be all set.

Opinions? 

I like a lot about this portfolio but the design style is not exactly in such high standing with me. Once again it's a great example of the minimalist style that i need to capture in my portfolio. It's a great example of ease of accessibility so i'll reference this later down before i finalize my portfolio design.

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3).  http://christofferradsby.com/

Presentation?

Presentation is very neat, making full use of the screen space, even adjusting the proportions and image scaling to relation to your window size. Now this is a great feature that would be great within my portfolio, ensuring that its displayed correctly no-matter the window proportions. Minimalist styling is a running theme with the best portfolios, alongside large images and easy to location information.

Work Quality?

The quality is not only superbly high, the artist shows huge variation in art styles and modelling techniques. Everything from extremely low poly, hand painted models to near realism, original environments/ buildings. The artist has only put his best work up for scrutiny, with a large focus on personal projects. Once again, fairly important points to consider in my work. I need to focus greatly on quality over quantity whilst showing personal projects to show motivation outside of set given projects.

Ease of Accessibility?

Theres very little to say. Its got the same ease of accessibility of all the prior good examples. Focusing on solely the work and very limited yet always present navigation controls.

Opinions? 

What i like the most about this portfolio is not the work nor the presentation. It's the half hearted humor hidden throughout, giving you the impression that the artist has the social skills alongside the ability to succeed without remaining professional. I'll consider this in my portfolio but its a file balancing act.

"I'm half Asian and half Swedish, I'll save your company from ninjas and can make awesome meatballs"

Best recruitment message, ever.
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4).  http://www.sengjoon.com/
http://cargocollective.com/sengjoon (Showcase)

Presentation?

 Presentation is once again minimalist in design with a heavy emphasis on the artwork. You can tell the artist takes a lot of pride in their style as even the font choice reflects the cyborg design style of their high detailed, CGI level models.

Work Quality?

 The work hits a level of quality that simply makes your jaw drop and it revels in it. Bombarding the viewer with not only phenomenal renders but an entirely separate gallery dedicated to the cyborg woman and her incredibly detailed vehicle, showing full breakdowns of texture sheets and topology. 

Ease of Accessibility?

There isn't much to say here as the entire website is very easy to navigate, making you feel comfortable at even a first glace with full navigation options listed below the portfolio title.

Opinions? 

Backgrounds have been blacked out and the bonus gallery is structured so professionally with background render colours matching up that you believe you're looking at something such as the Autodesk website or marketing for new rendering software. Although i cant replicate this level of finesse, i can still learn from it and have my renders whenever possible match the background, removing the need for clunky looking image borders.

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5). http://polygoo.com/

Presentation?

This is a portfolio that has inspired me in the past. I personally view it presentation wise as the best of the best to aim for and learn from for my portfolio. Firstly the opening page instantly throws perfectly formatted thumbnails at you without ever making you feel overwhelmed. The title and subheadings all have wonderfully suited fonts that are custom designed to fit the sharp, crisp geometry of the work. The thumbnails have a variety of image sizes to stop the layout from becoming monotonous and even have a slight inner shadow to distance the thumbnail outline colour more from the grey background. I'll try to incorporate each and every one of these features in to my portfolio as it is practically everything i could ever want in presentation.

Work Quality?

Not much to really say here other than the work is phenomenal. The attention to detail and quality of the high to low poly baking is what i could only hope to achieve although i will be using this for reference with my work projects as the texturing and modelling quality stays at the same exceptional level throughout every piece of work posted on the portfolio, even showing breakdowns of the model with basic texture work to detailed texture work. Something i may want to consider including in my portfolio with the work breakdowns. 

Ease of Accessibility?

By far the easiest portfolio to access and navigate. The perfectly formatted heading and links are displayed in the same position across each page and each model has a rough time stamp. I'll be using the fixed header design choice in my portfolio as it complies perfectly with the principles of human computer interaction.

Opinions? 

I have voiced every opinion I have. The portfolio is what i what to have developed in 5 years time and it gives me the reference and incentive to do so. As long as I follow the rough website structure, I honestly cannot see any problems although in future posts, I will provide a full breakdown of HCI principles as I still have a lot of documentation from when I studied this extensively in college. 

Thursday, 1 October 2015

Bearded Doggo's Portfolio review - The Bad

Getting in to a group of four, we found five good and five bad examples of portfolios so we could evaluate what features to include and to avoid when developing our own.

With every last one of these portfolios, we discussed the good and the bad in lecture, at times cringing in pain and other times, nearly in tears due to the extreme quality of work. Either way, it was an emotional experience.

Starting with the worst;

http://www.vr-mod.de/

Presentation?

From the start, it doesn't look all too bad at times. Its got a nice list vertical list of images, showing what the artist is capable. Clicking these, loads up a smaller viewer. Im not all too big a fan of this but at the same time, it serves its function. It seems a little odd having a photo-viewer but its not the end of the world. Its quite bare bones all-in-all. Contact wise, it does state "unavailable" so this is slightly worrying but the "about" page is not too bad.

Work quality?

The work quality is all over the place as the artist has tried to cover all forms of modelling and concepting. Some areas such as his character models and props are decent but there's a worrying amount of inconsistency and no information on any of the assets displayed.

Ease of accessibility? 

It's pretty easy to access the work you want  what is contained in each sub-heading on the main page is a bit of a mystery at first. It's carbon made so not its by default pretty decent.

Opinions?

Honestly it looks unprofessional. No information on any of the assets and they haven't put very much effort in to designing the portfolio. Its a basic template without any further thought.

http://www.binarymoon.co.uk/2012/08/my-3d-art-portfolio/

Presentation?

Presentation wise, it looks the index page of a "guide to modelling" tutorial book. Take that either way but bare in mind, its only a single page. It would be an excellent blog page but not much else. It is possible to find a contact pace by clicking the Title but this just leads to a confusing amount on non-game related pages.

Work Quality?

The work quality isn't too bad and some of the hand painted characters are nice but i feel like they're all aimed towards mobile due to the low detail, low poly models.

Ease of accessibility?

Its basically one page then a maze of directories. It's easy to see the work but anything past that, you wont really have all too much luck.

Opinions?

It's filled with ads and is very poorly structured. It looks very unprofessional and to be entirely honest, "portfolio" shouldn't be in the title. Maybe "art blog" but not portfolio.

https://raulfarre.carbonmade.com/ 

Presentation?

It's made on Carbonmade so there isn't any presentation issue by default. It's the bog standard background, bog standard interface and to be entirely honest, the text doesn't really fit the vertical image slideshow and the images seem like very half arsed screenshots. It's not up to a good start. Clicking the images directs you to a list of larger scale images but almost all are out of scale and don't really do the work justice. The contact page may be functional but the "about" section has nothing beyond a name and basic location.

Work Quality?

There  is a doodle of depressed duck. No i'm not joking, go see for yourself. There are also pixelated pictures of game/movie covers with poorly Photoshopped text and logos. The gun model isn't all too bad but its still not something that would ever make me exactly hold me breath. All in all, I feel like i should avoid posting the link due to public shaming.

Ease of accessibility?

Once again its Carbonmade so the default template is very easy if not boring to navigate.


Opinions?

I'll allow the pictures talk for me.




This work quality doesn't seem to have any place in a portfolio. It may not be bad but overall but it doesn't do a very good job of showing off the artist's abilities.

 http://www.donpan.co.uk/index.html

Presentation?

Let me start by saying that presentation is the only thing that lets down this portfolio. The work is phenomenal and the artist has incredible talent. Although those videos are simply shown as "Here is a general collection of professional vfx work" though so for all i know, they could be stolen. The website has obviously been home-made and resembles something out of a 90's web-surfing adventure. There is very little structure or formatting which is really a shame due to the work quality but the website looks either horribly outdated or incredibly boring.

Work quality?

If the work displayed is genuinely his own, its phenomenal. If not, the other work on his portfolio is really nice and stylized, too bad there isn't any real design behind the website itself.

Ease of accessibility?

As mentioned previously, the website may not be too difficult to navigate but it looks very slopy and finding contact details seems near impossible.

Opinions?

Improve the website design drastically and the artist could very easily find him/herself an industry job with very little to no effort. Judging from the CG show-reel, the individual probably already has employment and this may be why his/ her website is so lackluster whilst the work truly shines.  

http://roripuff.wix.com/roripuff#!__portfolio/3d 

Presentation?

Honestly, i didn't even realize this was a portfolio. I thought it was a online test of either a unity, flash or java game due to the entire portfolio being displayed inside a 800x600 window. Firstly, having the "Wix.com" advert at the bottom is a very poor choice. it already looks unprofessional before it even loads. The icons randomly shimmer without reason and pop out the screen in a very odd way.

Work Quality?

The artist has gone for a very minimalist approach. This may work in some situations such as for mobile but i don't believe its been very well executed. Overall, a lot more work needs to be done on both the modelling and texturing sides.  

Ease of accessibility?

It's very clunkily designed and both the loading time/ special effects take a lot away from the experience. The artwork is almost hidden, forcing you to work to find it, especially with the tiny scrolling show-reel at the top. I didn't find any real contact details or information beyond well... A highly Photoshopped image of an small child dressed as an angel. If you scroll right to the bottom right corner, you'll find a "contact" button which only has a 50/50 chance of loading, giving full contact information alongside the artist photoshopped in to a centaur.

Opinions?

I feel like this portfolio would bar the individual from any work in the game industry. It shows he/she doesn't take it seriously in the slightest. If the individual wishes to be a photographer or model, i can see the logic behind the imagry but its still quite far fetched.


A few examples of the more troubling work;


 That is all five bad ones and a full breakdown of what i find good/ bad about them and i will return to further edit this post over the next few days.





   

Further Job Research and Breakdown

After a lot of searching for vehicle jobs in the UK, there was only one that i could feasibly go for. That being a Junior Vehicle Artist for Rockstar, in Edinburgh, Scotland.

http://hire.jobvite.com/CompanyJobs/Careers.aspx?k=Job&su=f3Q9VfwH&c=qYo9Vfwa&j=oixA1fwa&s=Indeed

Starting with the Art Production Requirements;


A comprehensive modelling and texturing portfolio showing a varied range of 3D vehicle art completed to a very high standard.

At my current stage, i have two vehicles with full high-poly bakes, just requiring new texture work. With the A3D project, this should be brought up to 3. Two being original concepts. It's unclear on what they believe is "very high standard" though so this will always be an awkward point.

Extensive experience using 3DStudio Max for modelling, and Adobe Photoshop for texturing.

I have used a moderate amount of MAX but have specialised in Maya as the course requires. The tools and techniques i use in Maya transition for the most part straight over the MAX with the only issue being the entirely different UV tool set. Photoshop on the other hand i have spent a fair amount of time texturing in. I still need improvement but by graduation, i cant see there being any major issue, especially with knowledge of software such as Substance to back it up.

A full understanding of all current generation production workflows, as they pertain to vehicle art asset production.

I have been warned that the workflow for vehicle creation at Rockstar will i quote "make you want to rip your hair out" but from what ive seen sofar in workflow videos/ studies on youtube, they may make the vehicle creation process quite tedious but it wouldn't been too difficult to adapt. Before graduation, i will have studied far more production workflows and hopefully given a good example of this through Game Dev in second term.

A keen understanding and appreciation of structure and construction/silhouette in respect of modelling – resolution of assets relative to world scale and exceptional mesh topology skills.

After 2  years of learning hard-surface modelling and suffering greatly from even a few rogue edge loops, i've learnt quite nicely how to structure my surface to allow the geometry to flow in the exact way i wish and in turn, as i go from high to low poly, I have developed a very keep eye for optomisation whilst avoiding shading errors.

A detail obsessed eye for creating and manipulating texture maps for shader passes  - diffuse, normal, spec, weathering etc. - and excellent understanding of the value of maximising UV space.

First off, maximising UV space. I usually go quite overboard with the detail on my vehicle models, even in the low polys. On top of this, i usually place all UVs on the same sheet to maximise UV space, taking hours to ensure perfect consistancy and re-arranging UVs to fill every last gap. I still need a bit more practise on creating texture maps but their " obsessed eye" requirment seems like its bluntly asking for a perfectionist.

A critical awareness of the expense/cost of a game asset relative to the target engine/rendering requirements – poly counts and texture sizes.

This has been drilled  in to us since the start and i have done a lot of independant research in to polycounts for varying assets in games across the board. I find it to be a pretty interesting subject.

Interpersonal Requirements


A great team-player: Self-motivated with good communication skills.

I love working with other people to accomplish a project, especially as it allows the entire team to learn from each-other, becoming far more knowledgable artists by the end. Communication skills wise, CGMA kind of drills this in to you as a whole.

Able to accurately follow common goals and time-driven set tasks whilst working under own initiative. Effective time management skills to deliver the brief to deadlines without sacrificing quality.

All of this is drilled in to us on every project we work on, forcing us to set time restraints of each task. I believe it'll develop much further in game-dev next term but when it comes to time management skills I'm mostly there. Only issue is that i want to fully complete a project before moving on to a second. This makes it pretty awkward when set multiple tasks in for the same rough deadline. I'll able to do it but it ruins a lot of my work enjoyment.

Skilled at feeding back on task progress to Leads and line managers.

Although we don't deal with managers at this stage, weekly deadlines with lecturers and progress reports throughout the past few years must have done a very good job of preparing us for this.

Ability to collaborate effectively with other team disciplines (code, design, animation, tools).

I have always had a fondness for programming. I may not have pursued it but i have an understanding of the basics and would love to collaborate with a programmer. Animation, design and other methods shouldn't be an issue in the slightest for us as we covered the basics in the modules across the last few years.

Desirables 


One or more years relevant development experience in-studio or in vehicle modding scene.
This isn't a possibility as i didn't take a placement as a vehicle modeller over summer. I never even decided that i wished to pursue this until a few weeks ago.

Have shipped current generation console titles as a production artist.

Maybe one day but this is still an impossible feat whilst still learning in university. At least its not a requirement though which makes a nice change for modelling jobs.

Knowledge and understanding of a PBR based shader workflow.

I understand PBR workflow but im still quite undecided on it. I can get nicer results in to but i find the map creation process much less enjoyable than creating a diffuse etc..

Experience with Quixel software suite or similar for shader development.

I have started trying to learn quixel and quite enjoy the features it proves but have been mainly fixating on substance designer.

Strong traditional art foundations: including but not limited to observational drawing, photography and technical illustration.

Im coming up slightly blank here. I have basic concept drawing skills and the most basic photography skills for taking texture images but that is just about it.

Willingness to test and practically use new workflow tools, both internal and 3rd party.

Although i hate adapting to new software and tools, a slight kick past that stubborn-ness and I end up loving the new tools and software presented, given a few days of practise.

Strive to implement new techniques that increase art quality and efficiency across disciplines.

Absolutely love this one. Combing new techniques and experimenting. For example, creating custom normal and roughness maps for hand painted textures in substance designer. It's a lot of fun trying to create a useful result. Sure, most may fail but its a great feeling when it works.

Deep understanding and love of car culture.

I like making things look pretty in both high and low poly. Car culture wise, my main premise is "study the vehicle, what i love, hate, the design principles" and then start concepting. The exact same workflow i have with weapons.