Hey guys and gals,
I am hoping for a little bit of guidance.
I am finishing up my portfolio and I have an extra month before I start applying for jobs. I will be aiming for technical art jobs/internships.
So far in my portfolio I have some 3D sculpting, modelling, programming (a lot of different stuff, including the games I made), some particle effects, texturing, painting.... Lots of fun stuff, BUT what I don't have and what I consider important are tools and shaders. ?
I would like to add them to my portfolio, but I lack exposure to them, therefore I can't tell what's considered worthy of being in the portfolio and what's not. For example if I use a tool in Unreal Engine to create a shader, instead of programming it, is it as good as making your own shader in GLSL or Unity shading language? And if I make a shader for a rock, it's probably not as challenging as an ice or magma shader. Is it better to show basic things? In which case, what are the basic things?
With the tools, I don't even know where to start. I was told that a tool for maya is ok, but I can't think of anything that sounds sane... ? I could learn all that super quick, if only I knew exactly what to do.
If there is someone actually working in the industry who could give me an advice of what kind of stuff they like to see in a portfolio at the entry level, I would be super grateful. Also, if you have any resource you could share with me, it would be awesome. ?
I know the questions probably sound stupid to people who are already there, but I've been aimlessly going back and forth between openGL, maya scripting and unreal engine for the last couple of days knowing that the time is ticking. Scary times ?