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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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.
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
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.
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.