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[Portfolio] James Englehardt - Environment Artist

Hey everyone! So I recently completely re-made my website for my portfolio, as I thought the old layout was too cluttered and not easy enough to navigate. I tried to keep everything simple and organized this time, and hopefully it looks a bit more professional.

I would love to hear how I should improve the site itself, and I would love any other comments on the work as well. I'm also planning on re-writing my resume, but that will have to wait until tomorrow. Anyway here is the link!

www.Portfoliographica.blogspot.com

Some things I have been thinking about:
* More pictures of technical things like wireframes of key models, textures, etc
* I might take off the WIP thread, I heard it may be bad to have unfinished work displayed
* I need to update the props page with more stuff

Thank you everyone for taking the time to read this!

Replies

  • gsokol
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    gsokol polycounter lvl 14
    I agree about the WIP thread. You have some work on your portfolio...so its not like you don't have anything else to show. I'd remove it for now.

    One question...what is your focus on? Seems like most of your work is rendered in max/vray vs being in a game engine. Are you looking for work in games or no? If so..showing assets in real time would be more beneficial to you than renders.

    Since you only have one prop..you could maybe consolidate environments and props into one page. That rock looks pretty nice btw.

    I don't see the point in a demo reel page...your reel is just a slideshow of your images set to music. Id say either have a reel that showcases environments in motion (like the waterfall moving instead of being still) or just rely on your pictures.

    I like the alone in the dark stuff, saw that posted on here a while back. Pretty cool.
  • darktype
    gsokol wrote: »
    One question...what is your focus on? Seems like most of your work is rendered in max/vray vs being in a game engine. Are you looking for work in games or no? If so..showing assets in real time would be more beneficial to you than renders.
    I'm in the process of getting more work done in game engines like UDK and CryEngine. I had a few other scenes done, but I didn't think they were good enough to put up there. Anyway, yeah I'm currently working on more real time assets, but I have to finish before I can put them up.

    The props page I wanted to have just to separate individual assets from entire scenes, and I am planning to have more than what is currently on there, it just needs to be updated.

    And lastly about the demo reel, I made it before I had done work in game engines, so yeah it doesn't have that work in there. I'd like to have more video of level flythoughs and breakdowns, so I was thinking about remaking it after I finish this next scene. You may be right on having a section for it though, I suppose I could just have it as a picture in the environment section.

    Thanks for your thoughts gsokol :)
  • dpadam450
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    dpadam450 polycounter lvl 12
    I think the main problem with your environments is that they are too simple. Your skyrim one is very flat. Suggestions:
    +Take the side of the stairs and subdivide it to make it have a few bumps in it. Its just super flat.
    +You have stones on the upper hanging wall but your stairs on the side look like cracked dirt. If its a civilization doing block placement to build, then make use of blocks/bricks.
    +More props, maybe potted plants, a unique looking statue.

    Look to Uncharted for some ideas if you ever go back to work on that scene.
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