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Please help me with my portfolio.

polycounter lvl 6
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chrisjuuuh polycounter lvl 6
So i started over in the general discussion area and was asked to move over here. I have recently graduated as a 3D artist and have been applying for jobs literally all over the place. However, I have been getting very few replies and i was wondering whether the lovely folks at polycount might be able to give me some insight as to why that might be. It would mean so much to me if anyone (especially art leads and directors) could leave some feedback about what is turning them off about my portfolio. Thank you so much for any comments.

www.chrisredshaw.com

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  • D4V1DC
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    D4V1DC polycounter lvl 18
    Hi Chris,

    Nice work so far though the first thing that immediately jumped out at me was all the clicking to get to the work and almost disorganized. Just the feeling that the work is everywhere on the site and not at one location.

    Secondly no Zbrush/Mudbox, ect. Sculpting "transfers", to game ready meshes.
    You seem fond of cars and seem comfortable with them so I'd start there.

    That's all I got perhaps others will chime in.
    Best of luck.
  • chrisjuuuh
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    chrisjuuuh polycounter lvl 6
    hehe, I actually used to have everything on one page and one of the guys from the previous thread asked to split it up into different sections. I suppose its a matter of oppinion.
  • Shrike
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    Shrike interpolator
    The website looks fine, you just need more works, and more advanced stuff.
    Pump out some fine assets with a lot higher specs, (higher polycount mainly) proper baked normals, and everything
    around, spec gloss normal and good presentation and things will go along your way.
    As I see, all you need is pump a bunch new things out
  • DWalker
    An example with a more complex material would also be a good idea; at the moment all of your materials seem to be diffuse only.
  • SiegePerilous
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    SiegePerilous polycounter lvl 9
    As a character artist I'm not a huge fan of the character on your site. You might just take it out. I don't know if a low poly character not aided by normal maps and zbrush or mudbox baked detail will help your portfolio. Maybe as an environment modeler people will actually like to see some sort of character on there too, but I doubt it?

    Your diffuse maps seem mostly solid, I'd suggest showing other map types, most importantly spec and normal. If you don't already have these they can much improve your final renders as right now they feel flat? I'd definitely check out various rendering software, I use marmoset toolbag right now, but maybe there's something better/different for environment/vehicle modelers.

    Some of these extra programs like Marmoset may seem like another daunting program to learn, especially when you've just fought your way through mastery of Max or Maya, but they tend to often be pretty simple to get into and accomplish nice looks or specific tasks much quicker and easier than Max/Maya.
  • PyrZern
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    PyrZern polycounter lvl 12
    If you could show more on the homepage, there will be less time navigating around, scrolling up and down your site.
  • chrisjuuuh
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    chrisjuuuh polycounter lvl 6
    So i Added a bit of a breakdown of the destructable building i did showing that i understand normal map generation.

    http://chrisredshaw.com/?portfolio=132

    Is this a good presentation of the work?

    Im currently also working on this which will eventually make a nice edition and show some highpoly modeling skills.

    lights2.jpg

    progress.jpg
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