This week's #ScreenshotSaturday is here, and we're eager to see how you're using art in your projects🖼️
Textures, concept art, character art or even some technical marvels you think should be considered art - show 'em off!
📷:@Stef0794
Some of the materials I built for my Marshlands scene. Scans were made using @RealityCapture_ , processed using @Substance3D Designer, alongside the rest of the procedural materials. Rendered using the in PBR Render node.
Check out more shots in detail:
https://t.co/ojnpvMuwqS
Excited to be posting my latest scene rendered in @UnrealEngine 5. Check out more screenshots and a cinematic over on my Artstation! A lot of the assets have been processed through @RealityCapture_ and @Substance3D Designer
https://t.co/ti4PCcHkCq
Super happy to finally post some of the work I did on @AvatarFrontiers. All materials built in @Substance3D Designer and rendered using the PBR Render node.
https://t.co/cjyzyrKSN8
https://t.co/imCkdpDGNv
https://t.co/pebkbOBk2Y
#gameart
The terrain materials I created for my personal project. Really happy with how they turned out. Created in @Substance3D Designer and rendered using the PBR Render node. Check out more renders here...
https://t.co/7R52sitt86
#gameart#textures
Time to finally be able to post some of the work I did on @AvatarFrontiers during my time at Ubisoft.
https://t.co/uxe3NFI2sY
https://t.co/5k1hQsZ2CM
https://t.co/L7b8CDaDjg
https://t.co/CipmIe8qhQ
#AvatarFrontiersOfPandora#gameart
I've wrote a few blogs on Artstation during the years that made me quite unpopular with the youngsters who think that going to a 3d school for a while and just graduating makes you good for hire.
I think the biggest problem was always the fact that juniors don't understand the actual amount of information they need to learn to be ready for production.
I've been doing this for 20+ years and I'm still learning and evolving every day, but they think that doing 3d for a few hours a week is gonna bring them anywhere close to a 3d job after graduation.
They're also very precious with their artworks... just couse you put some hours working on something doesn't make it good, especially if you don't have the skills and knowledge required.
Understand that if someone is giving you feedback is not because they envy your skill or because they want to ruin your motivation, but because they have the skills and knowledge to see what needs to be improved. Take your time to learn your basics. Pretty much everyone I know(me included) tried to sculpt a realistic human head way before they even touched some basic anatomy references or tried to model some prop without using any references and once they actually grow and learn their stuff they look back and cringe at what they were doing.
I’m not doing any portfolio reviews this year and ending my mentorships.
Apologies to those I didn’t get to but here’s things I found myself going over multiple times:
> Most of you were graduates. Your universities failed to prepare you for the industry. Most of you didn’t know basic industry workflows and the most common thing was to point you to YouTube/discords to help you learn things that should have been foundational. Your degree means nothing when applying for a job and if you don’t have a job within 6 months of graduating consider binning everything you have and starting over fresh.
> 32/38 portfolios I reviewed were from artists that had no idea what they wanted to ‘be’. Nobody actually had a conversation with them as students about what sort of job they really wanted. This should be the first thing to consider when building your portfolio. You NEED to be passionate about the work you do as it shows in your art.
> The reality is that there is soooo few entry level jobs right now and I had to tell most people they simply weren’t good enough yet. It’s competitive but not impossible. Nobody had been honest with them before. Being an artist does require some thick skin, you need to be realistic about your skill level and if it’s at all useful to a quality team. Don’t let it put you off. Keep improving, keep doing art. The only way you won’t succeed is if you give up.
> 3/4 great pieces is better than 20 mediocre pieces in your portfolio.
> generalists are useful in most teams but don’t see it as ‘master of none’ but being adept at a broad range. Being kinda mediocre at everything doesn’t mean you’d be a good generalist.
> few studios will give a junior a visa. If they do it’s usually for specialists.
> blender is fine.
> if you post work on a public discord and don’t take feedback well, chances are the professionals in those servers will notice and write you off if they see you apply to their studio.
> fanart is fine but stop slapping big franchise logos on your art to make it look official in the thumbnail.
> Don’t model from AI generated concept art. If you use human made art you can contact the artist about their intent if somethings confusing. Most concept artists love supporting 3D artists.
I’ll add to the thread if I think of others
What a day…
Today we celebrated the launch of #AvatarFrontiersofPandora. I feel so proud to have worked on this game with so many brilliant people.
Excited for everyone to get a chance to see and play the game, and looking forward to sharing some of my own work very soon.
Alright guys I think I got it!!!
It's just a blueprint with a light function and colour curves for more control. It took a few days of brewing in my head but 15 minutes to build.
I'll clean it up and make it free with Reverie.
@JamesNaughton98 I also can’t stand all these meta changes to weapons or movement tricks people keep finding. Which is why I miss the old school or black ops style of gameplay. I miss those good old days…