Any 3D artists in here? Better if in the industry in Uk
Discussion
Hey,
Was just wondering if there's any 3D artists in here be great to meet some even better if you work in the industry , automotive viz even better. I've been doing 3D in Maya for quite a while. Not long got into rendering with vray and the goal is to get into the industry looking at 3d visualization mainly. Possibly car related which would be great but don't have much to show for that yet unfortunately but been meaning to start modeling cars just keep putting it off.
If you do work in the industry i would just like to know where i am or how far i am in terms of being able get a job doing it.
Portfolio link here if anyone is interested: https://www.behance.net/jacklocke
Was just wondering if there's any 3D artists in here be great to meet some even better if you work in the industry , automotive viz even better. I've been doing 3D in Maya for quite a while. Not long got into rendering with vray and the goal is to get into the industry looking at 3d visualization mainly. Possibly car related which would be great but don't have much to show for that yet unfortunately but been meaning to start modeling cars just keep putting it off.
If you do work in the industry i would just like to know where i am or how far i am in terms of being able get a job doing it.
Portfolio link here if anyone is interested: https://www.behance.net/jacklocke
My career has been as a vehicle artist for various car games, these days I manage a small outsourcing team.
Looking at your online portfolio, it looks like you have a good modelling level. Nice accurate mechanical modelling skills. I don't work often in sub-d but I see a few areas where some tutoring could improve those tricky situations where cylinders need to stay round but have intersecting details but there are better people out there than me to help with that.
When I'm acting as a hiring manager, finding someone with the right experience and talent can be very hard, so I'm willing to take on those who might have less experience but show talent. To the extent that I'd hire a relative junior internationally if the studio can make the exception. I'd see your eye for mechanical detail as a talent worth looking at but I would want to see a car modelled.
If you want to model cars, you really do need invest that time to get one done and show you can create the unique surfaces of cars to a high accuracy. I'd rather see one done nicely than two or three done hastily.
This would mean modelling from photo's, many photo's, although my starting point would still always be 2d blueprints as image planes in Maya. You can find examples on ArtStation for inspiration.
Hard surface modelling for cars is a weird blend of mechanical precision and almost organic sculpting. Quite a skill to master.
Rendering is a skill I've rarely had to touch, as I work in game engines which do the work for us. But understanding PBR pipelines is an important factor.
I know many automotive manufacturers are leaning towards game engines and I've seen several car visualisation roles asking for Unreal experience. It could be very worthwhile to try learning Unreal Engine. With UE5 you can get virtually photo realistic results with high poly models (particularly using nanite to handle the high poly geo) in real time with a good gfx card capable of raytracing. UE also has a nice pack of automotive materials for free, so you can get the lovely depth of car paint without stressing too much on how it works.
Looking at your online portfolio, it looks like you have a good modelling level. Nice accurate mechanical modelling skills. I don't work often in sub-d but I see a few areas where some tutoring could improve those tricky situations where cylinders need to stay round but have intersecting details but there are better people out there than me to help with that.
When I'm acting as a hiring manager, finding someone with the right experience and talent can be very hard, so I'm willing to take on those who might have less experience but show talent. To the extent that I'd hire a relative junior internationally if the studio can make the exception. I'd see your eye for mechanical detail as a talent worth looking at but I would want to see a car modelled.
If you want to model cars, you really do need invest that time to get one done and show you can create the unique surfaces of cars to a high accuracy. I'd rather see one done nicely than two or three done hastily.
This would mean modelling from photo's, many photo's, although my starting point would still always be 2d blueprints as image planes in Maya. You can find examples on ArtStation for inspiration.
Hard surface modelling for cars is a weird blend of mechanical precision and almost organic sculpting. Quite a skill to master.
Rendering is a skill I've rarely had to touch, as I work in game engines which do the work for us. But understanding PBR pipelines is an important factor.
I know many automotive manufacturers are leaning towards game engines and I've seen several car visualisation roles asking for Unreal experience. It could be very worthwhile to try learning Unreal Engine. With UE5 you can get virtually photo realistic results with high poly models (particularly using nanite to handle the high poly geo) in real time with a good gfx card capable of raytracing. UE also has a nice pack of automotive materials for free, so you can get the lovely depth of car paint without stressing too much on how it works.
Herminator said:
My career has been as a vehicle artist for various car games, these days I manage a small outsourcing team.
Looking at your online portfolio, it looks like you have a good modelling level. Nice accurate mechanical modelling skills. I don't work often in sub-d but I see a few areas where some tutoring could improve those tricky situations where cylinders need to stay round but have intersecting details but there are better people out there than me to help with that.
When I'm acting as a hiring manager, finding someone with the right experience and talent can be very hard, so I'm willing to take on those who might have less experience but show talent. To the extent that I'd hire a relative junior internationally if the studio can make the exception. I'd see your eye for mechanical detail as a talent worth looking at but I would want to see a car modelled.
If you want to model cars, you really do need invest that time to get one done and show you can create the unique surfaces of cars to a high accuracy. I'd rather see one done nicely than two or three done hastily.
This would mean modelling from photo's, many photo's, although my starting point would still always be 2d blueprints as image planes in Maya. You can find examples on ArtStation for inspiration.
Hard surface modelling for cars is a weird blend of mechanical precision and almost organic sculpting. Quite a skill to master.
Rendering is a skill I've rarely had to touch, as I work in game engines which do the work for us. But understanding PBR pipelines is an important factor.
I know many automotive manufacturers are leaning towards game engines and I've seen several car visualisation roles asking for Unreal experience. It could be very worthwhile to try learning Unreal Engine. With UE5 you can get virtually photo realistic results with high poly models (particularly using nanite to handle the high poly geo) in real time with a good gfx card capable of raytracing. UE also has a nice pack of automotive materials for free, so you can get the lovely depth of car paint without stressing too much on how it works.
Hey, Thank you for the response yes i've mainly been doing sub d for the last few years. the only the game stuff I have done and where my 3d started to be honest was track for assetto corsa on pc I did 2 which started in max and ended up in Maya where I've been ever since. I think i really need to start cars though it is where my interest is and I think i'd do two one more high res for renders and one for assetto corsa. However it has upped my confidence I've always doubted my self and to hear from someone who works in the industry about what I've done so far is so good to hear you have no idea . Yeah it is a shame i don't have any cars to show now. I'm guessing you're using substance painter for your texturing? I have some experience in it for the track modeling i textured the assets in there. Looking at your online portfolio, it looks like you have a good modelling level. Nice accurate mechanical modelling skills. I don't work often in sub-d but I see a few areas where some tutoring could improve those tricky situations where cylinders need to stay round but have intersecting details but there are better people out there than me to help with that.
When I'm acting as a hiring manager, finding someone with the right experience and talent can be very hard, so I'm willing to take on those who might have less experience but show talent. To the extent that I'd hire a relative junior internationally if the studio can make the exception. I'd see your eye for mechanical detail as a talent worth looking at but I would want to see a car modelled.
If you want to model cars, you really do need invest that time to get one done and show you can create the unique surfaces of cars to a high accuracy. I'd rather see one done nicely than two or three done hastily.
This would mean modelling from photo's, many photo's, although my starting point would still always be 2d blueprints as image planes in Maya. You can find examples on ArtStation for inspiration.
Hard surface modelling for cars is a weird blend of mechanical precision and almost organic sculpting. Quite a skill to master.
Rendering is a skill I've rarely had to touch, as I work in game engines which do the work for us. But understanding PBR pipelines is an important factor.
I know many automotive manufacturers are leaning towards game engines and I've seen several car visualisation roles asking for Unreal experience. It could be very worthwhile to try learning Unreal Engine. With UE5 you can get virtually photo realistic results with high poly models (particularly using nanite to handle the high poly geo) in real time with a good gfx card capable of raytracing. UE also has a nice pack of automotive materials for free, so you can get the lovely depth of car paint without stressing too much on how it works.
We use Substance Painter for some things but not as often as a props artist would.
It's useful if you're doing a race car livery or making a rusty barn find for Forza.
Most of the surface finishes are done more like archviz, where we just apply a shader per surface type. The surfaces still need decent UVs, but it can be as simple as ensuring all surfaces have a uniform UV scale and minimal UV warping. It can mean a lot of draw calls, but that's less of a problem these days.
I started making cars on PS3 with considerably lower poly and texture budgets than we use these days on mobile. The md investment on a car for a Forza spec car can be over 6 months. Sometimes it's cheaper to build the real car....
It's useful if you're doing a race car livery or making a rusty barn find for Forza.
Most of the surface finishes are done more like archviz, where we just apply a shader per surface type. The surfaces still need decent UVs, but it can be as simple as ensuring all surfaces have a uniform UV scale and minimal UV warping. It can mean a lot of draw calls, but that's less of a problem these days.
I started making cars on PS3 with considerably lower poly and texture budgets than we use these days on mobile. The md investment on a car for a Forza spec car can be over 6 months. Sometimes it's cheaper to build the real car....
Herminator said:
We use Substance Painter for some things but not as often as a props artist would.
It's useful if you're doing a race car livery or making a rusty barn find for Forza.
Most of the surface finishes are done more like archviz, where we just apply a shader per surface type. The surfaces still need decent UVs, but it can be as simple as ensuring all surfaces have a uniform UV scale and minimal UV warping. It can mean a lot of draw calls, but that's less of a problem these days.
I started making cars on PS3 with considerably lower poly and texture budgets than we use these days on mobile. The md investment on a car for a Forza spec car can be over 6 months. Sometimes it's cheaper to build the real car....
Ahh ok good to hear, im currently finishing off an archviz style scene currently then ill think ill model an mk1 mx5 as i own one might make thread here somewere . Was having a little play in unreal engine 5 also last night. It's useful if you're doing a race car livery or making a rusty barn find for Forza.
Most of the surface finishes are done more like archviz, where we just apply a shader per surface type. The surfaces still need decent UVs, but it can be as simple as ensuring all surfaces have a uniform UV scale and minimal UV warping. It can mean a lot of draw calls, but that's less of a problem these days.
I started making cars on PS3 with considerably lower poly and texture budgets than we use these days on mobile. The md investment on a car for a Forza spec car can be over 6 months. Sometimes it's cheaper to build the real car....
Herminator said:
We use Substance Painter for some things but not as often as a props artist would.
It's useful if you're doing a race car livery or making a rusty barn find for Forza.
Most of the surface finishes are done more like archviz, where we just apply a shader per surface type. The surfaces still need decent UVs, but it can be as simple as ensuring all surfaces have a uniform UV scale and minimal UV warping. It can mean a lot of draw calls, but that's less of a problem these days.
I started making cars on PS3 with considerably lower poly and texture budgets than we use these days on mobile. The md investment on a car for a Forza spec car can be over 6 months. Sometimes it's cheaper to build the real car....
What software do you mainly use for your modeling? also you got an artstation or something i could check out . It's useful if you're doing a race car livery or making a rusty barn find for Forza.
Most of the surface finishes are done more like archviz, where we just apply a shader per surface type. The surfaces still need decent UVs, but it can be as simple as ensuring all surfaces have a uniform UV scale and minimal UV warping. It can mean a lot of draw calls, but that's less of a problem these days.
I started making cars on PS3 with considerably lower poly and texture budgets than we use these days on mobile. The md investment on a car for a Forza spec car can be over 6 months. Sometimes it's cheaper to build the real car....
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