Hey Polycount:
Character Artist seeking Portfolio Critique
Humbly requesting a portfolio critique. My specific plans before December hits is to send applications to Blizzard for their open Character positions on the
World of Warcraft and
Blizzard All Stars team, as well as any other companies during this season who will be taking applications. The Blizzard applications involve Cover Letters, but requested critiques for those are in this
thread.- Is the formatting easy to use?
- Does it look good?
- Any critiques for specific pieces?
- Anything else that comes to mind?
Thank you for your time and God bless!
Replies
I agree with almighty_gir about making 2 more character pieces. Your first character mushroom guy, is cool but I feel a little too creative honestly. I also feel that your wow type guy is a little too colorful (too many color variations in it) and a bit flat feeling (not enough depth painted with contrast/value).
But as a character artist I think the main thing your portfolio lacks is proof that you have a solid understanding of anatomy. I think making a couple of realistic humonid models (next gen) is really what you need.
Don't get me wrong I like your style, and absolutely love your sketches/creativity, but employers need to see that you can make standard next gen humanoid kinda stuff first to truly evaluate your skill level. That's my opinion at least, nice stuff man!
I'd recommend that if you wanted to work on photo-real next gen art. I'm not in a hiring position but I work at a studio that does stylized, diffuse only art and next gen assets in a portfolio are pretty but I just pass over them (the asset, not the artist), they don't apply to the work we're doing. If there's too much next gen stuff I get worried that the applicant is going to try and sculpt+bake their test and fail it.
I would like to see some more characters, I think the biggest thing most character artists overlook is animals. If you're working on a fantasy MMO chances are you'll be making a lot of animals and animal people. I haven't actually made a human character since I've switched from environment art to character art, it's been about 1.5-2 years now? I lost count.
Closest thing have right now to a realistic humanoid is the Teutonian Tinkermeister in "The Maestros" section, but I have a feeling that doesn't count since he's still stylized and not realistic.
I do have a bunch of thumbnails cooking for a science-fiction plasma caster "mage" that I think I should probably get started on soon then to fill in the "Realism" void. Is it recommended that I attempt to do the rendering witha PHysics Based Shader model?
I get a lot of questions concerning low poly and diffuse only work. Also it depends on where you apply. I say do a realistic character AND a cartoony stylized diffuse only character. Fill up that portfolio with a mixed bag of characters. Good luck
Personally, I've somewhat been reluctant as of late about working for this industry because of it's corporate practices and lack of faith towards talented people and I'm taking classes in programming along with other programming languages out there. The point is, if the industry isn't giving you an opportunity to be part of the magic that is video games...dude, just make your own.
I think you have some good work, but you are going to have to up the ante considerably not to blend in with the thousands of other applicants that are good, but not phenomenal.
I disagree with the portfolio being 10%..I've never worked with an AD that said: "This guy's portfolio is ho-hum, but look at all these games he's worked on.."
Your work has got great potential, you just need to dig in and really take it to the next level....
I think the bamboo should be a much darker grey so it dosnt stand out so much
The helmet is the worst piece imo, I would leave it out
Your portfolio mainly shows me that you know about concepting, doing proper research and describing things + that you have enough taste, which is good, the assets are on a good level, but Im missing one very complex and detailed asset with proper normals that shows me what you are capable of. Presentation is good aswell
Youre at a good level now, push 2-3 new things, they will each raise your bar by a bunch and then you are really set to go
Red Hood Helm has been removed. What made the helmet weak though?
Is it supposed to be dynamite instead of a cigar? If so the zebra stripes are causing too much confusion. It's a small detail, but since it's obscuring the characters face it's a little distracting compared to the rest of the model.
Just my 2 cents. The mushroom guy is pretty sweet -_O