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Guys I just came back from the GDC career pavilion, I was talking with several recruiters hoping to get an interview for a potential job offering. It was a pretty awful experience some studios had all the artists line up and pass their portfolios to the team artists and they shuffled across the table like some kind of assembly line passing over your folder to the next reviewer as you went down the table. At the end they'd just give you an email address for job submissions. Another booth just had a guy ramble on about job openings and then when you approached him he'd just ask you to drop your business card into a fishbowl. The worst one I saw was a booth where you had to enter a raffle just to win the chance for someone to review your portfolio.
I got pretty pissed so I walked up to one of the recruiters and asked him point blank for an interview and portfolio review. The guy just laughed at me and said, "We only get payed to stand her and look at amateur work, our paycheck isn't dependent how many people we hire or if we hire anyone for that matter." There was another guy who said that, "...HR's job is to filter all the applications we receive... we're basically human paper shredders... we don't even look at people who have degrees in art those automatically go into the trash...".
Guys I'm scared, I just finished school this year and I won't be able to afford to live on my own with minimum wage.
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Sup yall, I need some professional advice regarding achieving hi-res (or at least decent res) screenshots/picture renders of an object that is in ".ply" format. I use alot of images of digital renders in my artwork and usually save jpegs from Rhino 3d using Flamingo to render and texture the object, but Rhino isn't compatible with this file type and the only program I've sucessfully been able to open it in is Meshlab, which is great except the only option for saving jpegs is an extremely lo-res "snapshot" function. Does anyone know how I might be able to open this in a different program with better render options, or if theres a plugin or option within Meshlab that would accommodate this? any advice is greatly appreciated. Pic related, its the shitty screen cap.
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Guys help, I've recently reverted pack to vertex modeling (point by point modeling or whatever the fuck you call it). Back when I started modeling my first program was Metasequoia and at the time that was the best way to model (for me at least). You had absolute control over each vertex, the edgeflow of the model, and polycount. However after attending school my teacher told me that the best way to model was box modeling, but after a while I just became frustrated with the process. It feels so inefficient and I feel restricted when trying to achieve the shapes I want to achieve. I feel like I don't have control over anything and that I'm relying on some math formula that I don't know about. I've grown to dislike the process and sometimes I fall back and go back to my old habits, but I need to force myself to abandon it because I guess box modeling is the industry standard.
tl;dr Maybe I'm just doing it wrong, but could /3/ post some videos of box modeling that can inspire me and perhaps help me discover better modeling workflows?