What exactly is Twin Peaks corporate looking for when approving Twin Peaks Girls?

I interviewed for a Twin Peaks Girl position at the Bryan, TX location and I genuinely thought it went really well. The manager seemed to really like me, had me try on the uniform, and took the pictures to send to corporate for approval.
I also made sure I was completely put together for the interview. I had big bombshell curls, full glam makeup, lashes, everything. I felt like I looked really polished and fit the whole Twin Peaks aesthetic, and the interaction with the manager made me feel pretty confident about it.
They told me corporate still had to approve my pictures, so I waited several days for them to review everything. I finally followed up today and found out that corporate didn’t approve me.
I’m honestly just confused about what they’re looking for. 😭 If the manager liked me enough to move me forward, I looked good in the uniform, and I came in fully styled, what usually makes corporate approve or deny someone?
For anyone who’s worked at Twin Peaks or has gone through the corporate photo approval process, do you know what they actually judge? Is it body type, facial features, makeup/hair, how you photograph in the uniform, or just whether you fit a very specific look?
Especially interested in hearing from anyone who has worked at the Bryan/College Station location or has been through this process recently.

reddit.com
u/altgirl30 — 3 days ago
▲ 1 r/u_altgirl30+1 crossposts

How does the game design/animation industry feel about using Unreal Engine MetaHumans?

I’m curious what people who work in game design, animation, 3D, or related fields think about Unreal Engine’s MetaHumans.
Do you see MetaHumans as a useful professional asset that can speed up character creation and let artists focus more on animation, storytelling, environments, customization, etc.? Or is using them sometimes looked at as lazy compared to modeling and creating a character completely from scratch?
I’m also wondering how accepted they are in professional settings. Are MetaHumans commonly used in actual game, animation, cinematic, or virtual production pipelines, or are they more seen as a prototyping/previs tool?
And from a student/portfolio perspective, is it okay to use a MetaHuman in a portfolio if you’re transparent about what you did? For example, if someone used a MetaHuman as a base but created/customized the clothing, hair, textures, animation, lighting, environments, and overall presentation themselves, would employers still consider that a strong portfolio piece?
Would it depend on the role you’re applying for? Like, would it be more acceptable for someone applying for animation, game design, technical art, cinematics, or Unreal-related positions than someone applying specifically as a character modeler?
I’m interested in animation/game design rather than specifically becoming a character modeler, so I’m trying to understand where the line is between using professional tools efficiently and relying too heavily on premade assets.
Would love to hear from people currently working in games, animation, Unreal, virtual production, or anyone involved in hiring/reviewing portfolios.

reddit.com
u/altgirl30 — 6 days ago