[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vr / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / asp / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / qst / sci / soc / sp / tg / toy / trv / tv / vp / wsg / wsr / x] [Settings] [Search] [Home]
Settings Home
/3/ - 3DCG

Thread archived.
You cannot reply anymore.

File: 1.jpg (657 KB, 898x1000)
657 KB
657 KB JPG
After working in a studio for years, Im trying to move on and apply to a new place. So Im making a new portfolio. Im currently looking to work almost anywhere in the world.

I studied architecture and I feel more confortable with architectural visualization renders. I work with cad, max, zbrush, substance painter, v-ray, UE4, ARkit and several other programs.

>What should I do for creating a nice portfolio? Almost every big studio tend to make the same render every single time. Is there any special thing they look the most?
>How bad is to "get inspired" by other buildings/projects to make my own 3ds? Should I design my own instead? I always give credit to the original architect/project, but Im not really sure if this is a good thing

Pic related but not my own job
Look at job postings on upwork, allot of basic jobs for arc vis and informational videos etc.
Generalist is fine if you can make it work, But if you're looking to get freelance jobs or studio gig for each skillset make something they want to see... that's it.

EVen if it's one piece, if it's a good enough model or animation etc it'll be enough.
You can then increase pieces over time.

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.