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Tanagashi1386 karma

Can you elaborate on "Latvian shamans"? Because while we have some wannabe hippies, actual paganism is not a thing for centuries here. "Pirtnieks" can be translated as "person responsible for the sauna". We have people who provide "sauna experiences" who call themselves this way, but it's a mix between entertainment and non-traditional medicine. Actual medical benefits are disputed, and staying in a hot sauna for hours at a time is something that medical professionals advice against.
Combined with other things you mention that regular people can and do legally with little fanfare, your title seems sensationalist, to be honest.

Tanagashi232 karma

Depends on your area, but relatively common. Some are safe, some are safe after cooking or drying, some are lethal no matter what. Here's a fun blog post from a dude who decided to eat what he thought was an ink cap, but turned out to be a destroying angel mushroom. Spoiler - he was extremely lucky he didn't need a new liver. You'd think someone working at a particle accelerator would be smarter.

Tanagashi51 karma

You have already received an answer from the OP, but since I'm a 3d artist myself, and have hired people in the past, I can give you a couple of pointers.
First - be at least above average at what you do. I have seen so many applications from people who just slap a photo on a box and put it in their portfolio. You want to show the very best of what you can do, and it has to at the very least look good. Technical knowledge is really important as well, but in rare cases employers might overlook poor unwrap or topology optimization if the applicant has models that look amazing, since they might teach this kind of stuff during employment.
So how do you know if you are good? Observe models in games and take notes on how they look. Browse 3d communities such as Polycount, since they often have WIP threads and you can see progression and breakdowns. Post your work and ask for critique.
Then, it's also really important that your portfolio is well organized. Doesn't really matter if it's your own site or something like Artstation - as long as it looks professional, easy to navigate and understand, we're cool.
As for the contents, first of all it's good to showcase what you are best at. Then, while different companies look for different kind of stuff, it's good to show understanding of artistic principles such as composition and colour control.
It's a good idea to have models of something from real life or something uncommon - a room, some piece of old tech, clothes, etc. I've seen so many applications with a bunch of sci-fi stuff, they sort of blend in and are indistinguishable from one another. You want to stand out and leave a mark in the memory of a person who might be seeing dozens of portfolios a day.
Also, if you are not particularly skilled, it's really hard to make good stylized models. A lot of people try and create something that doesn't look particularly nice.
When applying, a good idea would be to take a look at whether you will fit with the company you want to work at. They are looking for people to make general props for games that look realistic, while all you have is a bunch of stylized models? They will probably decline, because they can't judge your abilities to create realistic stuff. And vice-versa.
A bonus thing that boosts your chances is a short cover letter that goes along with your application and describes who you are and why you want to work there. It shows that you have researched the company you are applying to, and not just spam applications. Well, and also always be polite, check your spelling, and don't be upset if your application gets denied - sometimes it's not because you are bad, but because there is someone who is better or more experienced than you.

Tanagashi11 karma

As a 3d artist who made it into the industry, and even hired people at one point, so I can give you a couple of pointers.
First of all, be good at what you do. Your art has to show your understanding of artistic principles (composition, perspective, proper use of colour), and in case of modelling - proper technical knowledge.
So in short, good portfolio is key. Don't put your weaker work out there, since employers will base their opinion off the worst stuff that you have.
Then a good thing for indie devs especially is knowledge about stuff that is a bit beyond your area of expertise. Are you a 3d artist? Knowing how to rig and animate even at a basic level is a huge bonus. Do you exclusively do concept art? Learn a bit about 3d and texturing and vice versa. Knowing a bit about scripting is also a plus.
Now, you think that you already have a kickass portfolio and resume. Time to put yourself out there. Make sure your portfolio is well organized and has a nice online page - you own website, artstation or whatever. Just not deviantart or an imgur album. If you do modelling, put your WIPs on polycount. I'm sure there is something similar for concept artists. Participate in contests if you have time.
Now, as for the actual job applications, you can look through websites for vacancies. The same polycount has a section for job ads for artists, and sometimes companies only post the vacancy there.
But for indies specifically, the following strategy worked for me. Find a small company that has a successful release, even in early access, preferably with shitty graphics, and send them an email inquiring if they need an artist for their project. Include links to your portfolio, mention previous work experience if you have it, and give a short summary of why you are interested in their project. Chances are you will get a reply.

Still, the most important thing is to be at least above average in terms of quality of your work.

Tanagashi8 karma

Sure, good luck with your future endeavors.