6 hours ago, Jeff Boynton said:
What experience did you need to have when you landed your job at a studio as an artist?
My own story is reversed from yours. I was a self taught 3D artist, freelanced for two years then after failing to get any decent work I went to University, I also continued my freelance work. By the time I was done with University I already had five years of practical experience and a good portfolio.
A good idea is not to have large empty time gaps in your portfolio. It is very easy to do freelance work and to forget to get testimonials, so you will need to keep some proof of what you did. People like to know you have been keeping busy.
Your portfolio is your best tool for selling yourself, constantly build and update it. Only put your best work in and don't flood it, instead remove older work.
6 hours ago, Jeff Boynton said:
What software experience was needed
The basic requirements is Maya or 3ds Max experience. Having artwork made in each should help show you are flexible. You also need experience with a game engine these days, it is easy to download Unity or Unreal to make a portfolio piece.
Zbrush experience is good to have, but don't panic over it.
6 hours ago, Jeff Boynton said:
have an interest in environment art
I really recommend downloading Unreal and working with it, you can make much more amazing terrains that will help you land the job you want.
Environment art isn't high level, fresh out of University the kind of work you will find is more related to prop modeling. Even so don't be afraid to apply for environment art, some developers is known for run through environment artist like candy.