So, I already posted a thread a little while ago about my portfolio for the MIGS Career Fair, etc. I got a lot of comments on my actual website and worked to improve on it.
Now I would like to have honest feedback about my current skills as an artist. I'm fresh out of a General CG Arts program and am now a student in a video game modeling-centric class.
Thing is, there's nothing I would love more than be part of the industry right now. I can't wait to be paid to do what I love. I am doing some freelancing work since August, but I'm really aiming at a job in a Montreal game studio.
The thing I really want to know is... how do I compare with the requirements for a junior artist? I know that I'm leagues behind what some of you here are doing, and this is only motivating, but I never really got any feedback about my skills as an entry-level artist.
Your prop work is pretty nice, but character and layout skills are poor. I would get rid of the bazaar scene and all your character stuff and just focus on showcasing your props individually. In comparison to junior level artists, I would say you still have a ways to go.
Some of your props look very nice, but I have to agree with North, the character models are really bringing the rest down.
I feel like your presentation on the hoverbike is probably under-selling it, and the platform you've created for it doesn't match up in terms of quality, and really isn't aiding your renders.
Yeah, I had my doubts about the old man, I really am having trouble getting a proper render out of Marmoset with this one. I'm having a weird normals problem with it to (weirdest glitch I ever had, it basically screws up most of the polygon normals whenever I convert it to an editable poly. I tried unifying de normals, flipping, applyting smoothing groups, nothing works. Anyway... Werid).
I did think that The Thing was looking good (especially with the Tessellation), but if you say it's too out of place, I might think about leaving it out I guess.
As for the hover cycle, yeah, the stand isn't helping indeed... I'll revisit it again to get a better render out of it.
To add to the comments of the Bazaar scene. You have a lot of nice pieces in there that could probably be combined to make a really nice scene instead of just throwing them all together.
In regards to the characters... I don't think the rendering or texturing is really the problem here. It could be improved, but it's on about the same level as your other matters. I think the problem is in your understanding of anatomy. The faces and eyes in particular have an unnatural look to them, and it throws off the rest of the model. I know it's kind of a vague critique, but if you really want to do character art, I recommend doing a lot of facial and anatomy studies.
Yeah well... I'm putting character art aside to concentrate on environment/prop work because I am aware of my lack of skills in that area, and in all honesty, I want to put all chances on my side, so I'll concentrate on what I'm better at.
Updated! Thinking about removing the Light & Amperes props bazar, definitiely will be gone when I do my next environment.
I got a lot of good feedback at MIGS, even some for my characters (which I don't particulary agree, but eh). I was motivating and I'm gonna keep going to have a more and more kickass portfolio until I get a job :P
The lux rifle render is too bright, it could be a lot better. The Bazzar scene just doesn't make any sense and brings it all down. The first piece is my favorie, but I feel like it needs some more metal or a different color in it to make it feel more varied, while it's not a ton of high detail noise, I think that you need to still break it up a bit.
Replies
Keep pushing yourself
I'll go ahead and rethink what I want to do with that scene.
I feel like your presentation on the hoverbike is probably under-selling it, and the platform you've created for it doesn't match up in terms of quality, and really isn't aiding your renders.
I did think that The Thing was looking good (especially with the Tessellation), but if you say it's too out of place, I might think about leaving it out I guess.
As for the hover cycle, yeah, the stand isn't helping indeed... I'll revisit it again to get a better render out of it.
Thanks a lot!
Keep 'em coming
But yeah, thanks for confirming this!
I got a lot of good feedback at MIGS, even some for my characters (which I don't particulary agree, but eh). I was motivating and I'm gonna keep going to have a more and more kickass portfolio until I get a job :P
Keep the feedback coming!