Because we all know how much we love to judge each other.
This is my first portfolio of work for getting employed, I've previously worked on two game projects. I have a rough idea of the criticism I'm going to receive but hit me with it anyways. I need to get better! I know I've got a long way to go (as I've learned on my internship) so any advice to improve not only my portfolio but also my skills and the kind of work I should be doing would be appreciated!
Link Below:
http://kenmcfarlane.daportfolio.com/
Replies
Drop Guy looks like it's using too many polys. The centre (symmetry) loop doesn't look to be doing a whole lot, and the loops around the chest are the same. From other angles they could be useful, but I don't know and right now they look like you just forgot to clean up your mesh (seemingly artefacts from the base cylinder).
Opening previous projects with Shark Bot didn't seem all that impressive to me. Maybe the pure concept artists would like it, I don't know.
The only other thing is, I was looking to seem more 3d models (even wires) and texture flats; it seems a bit light on the models/texture examples.
I have cleaned up the model as it had much more needless polys before that but when I make my next model I'll bare in mind to tidy up the faces more.
I shall add some more models and texture things into the portfolio too.
What kind of things should I model/sculpt for good practise?
Okay,so more models is a must, include texture maps of things. would it be good to layout an image that contains the model, wireframe and texture map (possibly with some stats about the model?) kind of like this? (I can't figure out how to get the alpha channels I painted in to work in maya...)
What I really would like to do is conceptual art, modelling and texturing but I feel really bad about my work so I try but the best of all the stuff I've worked on into it.
The work is all finished....
Don't let simple and stylized fool you into super-low poly counts; Valve nailed it perfectly with Team Fortress 2 and the poly count and amount of detail; simple, elegant shapes with the poly count to carry the curvature and silhouette.
traditional art pieces like pencils and stuff? crazY I've just beginning to get good with a tablet.
honestly though, just did this since my last reply, is it better than most of the stuff in my portfolio? despite just being a head?
here's just one simple example:
http://images3.wikia.nocookie.net/__cb58378/disney/images/0/08/Nala-Simba-Pumbaa-Zazu-Timon-Rafiki-walt-disney-characters-19844880-1024-768.jpg
ha I just did that in the previous post! so...do that more?
Any last things I should be aware of?
But all in all I think your work is very well suited to Mobile dev and the range of skills you've shown is actually a big pro in this area - many smaller mobile studios will require you to wear alot of hats during development and I think you fit this well.
Good luck!
So should I change the whole format as I use deviant art's portfolio service and I don't think theres much room for changing it around in html terms. Should I build a better portfolio on wordpress or blogger or something similar?
I'm aiming to start out in the mobile kind of market, so to recap;
more models and work showing the texture maps. Better high Quality of work, a refined portfolio focusing on what I want to do (Get rid of GUI stuff?)
Layout website better or get a new one.
right?