creating a second page is a really great idea Lukes3D.
unfortunately i wasn't able to look through all of your work due to my own personal constraints, but looking closer at your work, if this portfolio is being aligned toward being a freelance artist, i feel these are your three strongest pieces in that regard: 1, 2, 3.
generally speaking, i'd suggest removing anything using store bought assets and kits that are not your own, any cool collaboration stuff like that be sure to credit the source and delineate what is your work, separate your video editing work into its own portfolio. i'd suggest coalescing images from the same project into a single folder or combine them into a single page, i think it best in this setting to only show an asset once per page, asset turnarounds with additional images if really necessary, i'm guilty of this but, i personally don't want to see more than four angles of any given asset and think someone's being classy by only showing two angles, if not getting away with just one. another personal preference, because video thumbnails appear heavily compressed at first and also have an additional time commitment associated with it, i want a sample of what it is before i click it, i'd display a still render first, place the video or 3d model viewer or whatever, below it.
so you have a good amount to select from, what's important to keep in mind is what you showcase in a hiring portfolio essentially puts you on a course of making that type of thing moving forward, so whatever you're showcasing make sure that's the direction you want to be moving, it's not always easy to change course due to the amount of work behind it all.
overall, i'd think you can work towards improving your lighting and rendering, i think presenting work using more modern techniques such as sub-d modeling, texture baking, pbr texturing techniques would be of great benefit for game work specifically.
killnpc
One suggestion that might improve your portfolio is to use albums to batch together stuff, like animation, programming, high poly modeling, real time rendering, etc.
Another suggestion although its been already posted a few times already, is to trim down low quality stuff, like really old stuff that doesnt show your current skill level, that sort of thing. Since you mentioned that you dont really get what is "quality", i suggest looking at portfolios of people working in the industry (movies, games, motion grapghics, etc) and then you will get a sense of where the bar is.
And saying that YOU think your work is pretty good (despite what everyone else here have said) only shows a lack of self awareness and an adversion towards feedback. Not a good trait to be displaying...
teodar23
if you fly under the radar by getting your work done right and on time nobody is going to pay much attention to what you are doing.
if you cause problems then people question every little thing you do.
Alex_J
https://www.artstation.com/artwork/Je84gn
This is my old work that I completed during the war in my country to the sound of a siren.
I wish that wars and death were only in computer games, and not in real life.
Peace for everyone!
the higher density your base mesh is, the less pinch you will see. however. if it's barely visible and you are going to bake down and texture it. The pinch will in the end not really show =)
wirrexx
You could always cut the geometry inbetween existing geo. this way you have natural chamfers around your mesh ( you could also select the faces and inset them) .
here is a really really really lazy me doing this in gif, because at work, I have not been doing 3D for a loooong ass time.
wirrexx
My current WIP of another mech
My WIP post https://polycount.com/discussion/229486/wip-destroyer-tankhead-stug-v/p1?new=1
My Artstation and blog https://www.artstation.com/blogs/nguyenphan1094/ev4E/destroyer-tankhead-stug-v-updated
np1094
Just finished my graduation project a doom inspired character https://www.artstation.com/artwork/Qna2W8
Sora123