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Student Once Again In Need Of Polycounts Wisdom (Portfolio Critique)

polycounter lvl 11
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Shyralon polycounter lvl 11
Hey all!
It has been a while since I last received critique on my portfolio.
I am currently a student and will be starting my bachelor thesis next semester.
Before that I would love to get some critiques to find out where my current weaknesses are, which areas need more work and what my overall skill level currently is.
Please be as honest as you can, tear everything apart you can find, in the end it will only be benefitial for me :)

Here is my current portfolio:
http://shyralon.weebly.com/  

Currently I am doing environment art - I especially like doing lighting and texturing/materials so this -might- be a specialisation I would be interested in the long run.
Oh, I am also planning to get my own domain once I start looking for a job.

Thanks a lot already for all your critiques :)

Replies

  • Shyralon
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    Shyralon polycounter lvl 11
    No one has any critiques? :open_mouth:
  • [Deleted User]
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    [Deleted User] insane polycounter
    The user and all related content has been deleted.
  • jewski-bot
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    jewski-bot polycounter lvl 4
    Okay, I'll take a stab.  All in all, I think that you have some really nice work in your portfolio and certainly you aren't lacking in content.  What you might consider is showing some wireframe passes on both high and low poly assets to give insight into how your models are constructed.

    Some pieces look better than others.  The guns on the bottom of the page are okay, but some of the textures could stand to pop out a bit more.  For example, the engraved etchings might benefit from an ambient occlusion map to help really sell the depth, because as it stands now, it seems a little flat.  I don't see anything overall that's wrong your work, other than you need to show more process breakdowns.

    I think that your best work is coming from your inspired Cyberpunk alleyway, Aztec temple, and Crypt Roller pages.  It shows a good competency in texture, layout, and composition.  The guns should be tweaked to enhance the textures (also consider adding little bits of edgewear, though not too much).  Everything else that doesn't specifically cater to environment art or props art should be eliminated (unless you are going to market yourself more of a generalist).
  • Youshi
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    Youshi polycounter lvl 3
    I think Recruiters often like a one page pass also, they're busy people and often don't have time to navigate and watch videos, it's nothing personal. Try to have a nice one page gallery that really showcases the pinnacle of your work. take your 5 best assets, you should click a link and BOOM. If that makes sense.. ahah..

    You can obviously still include all of your work, but you need to make them really want to look for it, and in the best case scenario, not need to.
  • Shyralon
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    Shyralon polycounter lvl 11
    @TeriyakiStyle
    Yeah, you might be right, will keep that in mind for the future :)

    @jewski-bot
    Thanks for the feedback!
    I have heard the feedback on the texturing of the guns a few times now, will go back and work more and the texture and also create some wireframe shots while doing so.
    When you say everything except environment art should be left out, is that meant as a general statement or do you have a certain project in mind which should go?

    @Youshi
    Thanks for taking the time to comment :)
    Already thought about that as well, will probably incorporate this once I get an own domain and start rebuilding the website.
  • JLHGameArt
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    JLHGameArt greentooth
    Only thing I can suggest is in your asset breakdowns be sure to show some wireframes on some assets so employers can check the model.
    I've always been told they like to see things in this kind of order:
    4 - 5 beauty shots of completed environment.
    Asset breakdowns - Final, wireframe, texture sheet
    At the end possibly have a video only to show the environment running in real time, nothing crazy, just a smooth fly-through.

    Essentially they will look at the final renders, and if they like it they will want to see more details about how it's built, so then they see the breakdowns. Video isn't a requirement, but some like it some don't (it's more of a time thing, most don't have the time to watch a 5 minute video to dubstep).


  • jewski-bot
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    jewski-bot polycounter lvl 4
    Shyralon said:
    @TeriyakiStyle
    Yeah, you might be right, will keep that in mind for the future :)

    @jewski-bot
    Thanks for the feedback!
    I have heard the feedback on the texturing of the guns a few times now, will go back and work more and the texture and also create some wireframe shots while doing so.
    When you say everything except environment art should be left out, is that meant as a general statement or do you have a certain project in mind which should go?

    @Youshi
    Thanks for taking the time to comment :)
    Already thought about that as well, will probably incorporate this once I get an own domain and start rebuilding the website.
    I would consider removing the piece you have on hair simulation.  If you aren't going for character rigging, it doesn't make sense to have it on your site.  If you want to have additional work to supplement your focus, then consider setting up a second web portfolio that caters to simulation / rigging work.

    For example, I tend to do a lot of vehicular modeling, but let's say I also want to do digital sculpting with cartoony characters; they should be separated out because they aren't related.  I know it sounds like a pain, but I've heard employers can be picky about that kind of stuff.  I recently set a lot of work on my site to private access only because it didn't cater to my targeted position which is a focus in hard surface modeling and texturing.  To go and also have a lackluster digital sculpt of Michael Keaton's Batman (man I put so much work into that (approx. 8 hours or so).... well, it was just messing around in ZBrush since I don't do much sculpting), alongside a reasonably well-made car, tank or truck is going to take away from that.

    I know it sounds counter-intuitive, especially compared to other industries where you would normally try to show off EVERY skill you have to demonstrate your versatility, but for artists, it's kind of inverted, where skills you show off that aren't as well polished can actually harm your chances at employment.
  • Dethling
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    Dethling polycounter lvl 11
    I would also say: add breakdowns, wireframes and texture sheets.
    This will help recruiters to get a better view of your skills and workflows.

    Also if you work on a project (like The Surge), it's also gppd tp post the props/characters you did for the project. Otherwise the recruiter didn't know which part of the project you did and which were made by others.
  • Prime8
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    Prime8 interpolator
    A general advice, when you use foreign characters or languages, as in your Cyberpunk Street, make sure you to use them correctly or not at all if unsure.
    In that case the blue neon lights in the centre are upside down.
  • Shyralon
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    Shyralon polycounter lvl 11
    @JLHGameArt Thanks for the feedback! Sounds like a good rule of thumb, will keep it in mind.
    @jewski-bot Yeah, you are right, I will probably not remove the project as I built a lot of the props as well, but will change the way of presentation in order to highlight the propwork more than the character stuff.
    @Dethling Thanks for your answer. Would love to show more assets for The Surge but have to see if I get permission to do so.
    @Prime8 Never really noticed that, thanks for pointing that out!

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