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poopinmymouth

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Ostatnia wygrana poopinmymouth w dniu 24 Listopad 2006

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  1. Ouch, payment seems so low in Poland. Is the cost of living that much lower there? If yes, I think I know where I will visit for a few months! Hahaha.
  2. It won't let me end without typing something after the quotes, so here it is.
  3. It really is about your work quality, and your ability to network and market yourself. If you have really good artwork, and you do well with getting your name out there, you don't necessarily need previous experience, but it helps.
  4. No more questions? I'm ready for more. Hahah
  5. If someone wants my attention in a thread, they can merely send me a PM and I will get an email. I already have a bit too many forums to check on a regular basis, but I'll gladly pop back in if asked.
  6. I think as artists, we are very rarely able to be objective about our art. I think every artist should have a website, with their art on it, and should constantly update it. Trade links with friends sites, post your artwork on message boards. That way, sometimes people will see your artwork before you apply and might send you a job offer. Also, you should constantly check the job boards of cgtalk, gamasutra, gamejobs, etc, and if you see a posting that sounds like you, you'll have a nice easy to send over link where they can see your portfolio. I think it's never too soon to show off your work.
  7. Hahah, after seeing your work by email, I would say you are quite good at 3d and 2d. I know I feel my 2d work is far weaker than my 3d work, and I need to take some time to invest in practicing my 2d stuff. I don't really have much advice, other than this: If you have an area you are weak at, don't shy away from it. Dive headfirst and practice that area till it's your strong point.
  8. I very rarely have that happen. There are times where I would prefer to come home and play videogames instead of working on art, but at those times, that's what I do! Hahaha. If I ever want inspiration, I just pull out my sketchbook and draw, or I take a trip to a museum. I keep a collection of textures from other people that I find inspiring, and I look through those, or I just browse Conceptart.org or Polycount.com and seeing other good work normally inspires me too.
  9. Make as many friends as you can whose art you enjoy and respect. Ask to see their current art projects, and get feedback on your own. Post on message boards like this one and polycount, cgchat, and cgtalk. Get your art seen by others, and absorb their feedback. Practice, practice, Practice! I can't say it enough. The only way to prove you love making art, and not just that you like the idea of making art, is to have a robust portfolio of quality work. Anything less tells the person viewing your portfolio that you are not serious.
  10. I'm afraid I don't know any polish artists, except for one that I met at the Prague Massive Black Concept Art workshop. I forget his name though! hahah.
  11. I sometimes work only in 3d, but very rarely. I am so much faster in 2d to sketch, so any time I have a problem or design to solve, I do it as a sketch on paper first.
  12. I first did any 3d when I was fourteen years old, but it was just playing, nothing serious. I would say my first serious modeling attempt was when I was 21 in university. I learned primarily through experimentation, and working with friends who I respected as artists. Practice and passionate projects are the best way to become better.
  13. Hehe, thank you!
  14. Well the first thing I do is think about how I will tackle the asset. If it doesn't have a concept, or the concept isn't good enough to model off of, I'll either create one myself, or gather photos to use. I try to think of the creation process all the way through, and concentrate on making the asset as efficient to make as possible.
  15. Hmm, not entirely sure what you mean by this, could you clarify? You mean when I start a new piece of artwork? or when I start at a new company?
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