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New Portfolio!

Hey fellas! Been working on my first Portfolio and it's now done! Finaly i can link people to my website instead of sending them alot of images haha. Got any critiques on how i can improve it? :)

http://www.johanlagesson.com/

Cheers!

Replies

  • BradMyers82
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    BradMyers82 interpolator
    I really like it! The fact that you can quickly view all your stuff like that and then opt. to see break downs if you want is really nice. But a major downside to it is there is hardly any content, and that becomes very clear when you just go thru 3 images and your done (at the home section).
    Personally, I like to see pictures (that pic of you at the end), but I'm not sure that its gonna be helpful in terms of getting a job. Some people feel its unimportant and a waste of their time.
    The other thing that wasn't completely apparent to me was the fact that I clicked to see more of the ak and once there, to get back home I had to look elsewhere on the screen. I think it would be better if the "click here to see more" was replaced with a "home" button once you have clicked there and left that section.

    The work you show looks pretty solid, but I would work on the lighting more for that ak. The main property that metal has that separates it from other materials is how extremely high contrast it is. If you don't have strong specular highlights and lighting it just doesn't read all that well. So def. keep playing around with it! Good luck man!
  • LMP
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    LMP polycounter lvl 13
    It's hard to navigate.
    I should see a page full of thumbnails, at least, as the first thing that comes up when I open your portfolio.
    I like your archer 2d art, take out the rest, they're nice, but they are dragging the rest down. Only include art that is the best.
    Take out the WIP, it should never be on a portfolio, putting it on a blog of yours is fine, but never a portfolio.
    You don't need quite so many shots of your AK-47, 1 maybe 2 beauty shots, 1 wireframe, high polys, and the texture sheet.

    Lastly, we don't need to have so much detail about you on your "About Me" page, that's for the interview and after you get the job.
  • Johan3043
    I really like it! The fact that you can quickly view all your stuff like that and then opt. to see break downs if you want is really nice. But a major downside to it is there is hardly any content, and that becomes very clear when you just go thru 3 images and your done (at the home section).
    Personally, I like to see pictures (that pic of you at the end), but I'm not sure that its gonna be helpful in terms of getting a job. Some people feel its unimportant and a waste of their time.
    The other thing that wasn't completely apparent to me was the fact that I clicked to see more of the ak and once there, to get back home I had to look elsewhere on the screen. I think it would be better if the "click here to see more" was replaced with a "home" button once you have clicked there and left that section.

    The work you show looks pretty solid, but I would work on the lighting more for that ak. The main property that metal has that separates it from other materials is how extremely high contrast it is. If you don't have strong specular highlights and lighting it just doesn't read all that well. So def. keep playing around with it! Good luck man!

    I'm glad you like it! The reason i just have 3 images of work on the first page is cause i wanted it to make people browse to the "Categories" but yes i might have to rethink that idea.

    The reason it lacks some content is because i am recently graduated and haven't got any studio jobs yet. I am working on some portfolio pieces now but i cannot wait that long untill i'l start applying for jobs. I am not using this portfolio to apply to big companies such as Bethesda or DICE but i use this one to apply for Internships and Indie developers.

    About the home button, not sure i want to add "Go Home" or something simular in the upper right corner because it distracts from the images :/ There is a permanent home button in the lower left corner tho!

    I'll see what i can do about the AK! Thanks for the tip!

    Thanks for the critiques! :)
  • Johan3043
    LMP wrote: »
    It's hard to navigate.
    I should see a page full of thumbnails, at least, as the first thing that comes up when I open your portfolio.
    I like your archer 2d art, take out the rest, they're nice, but they are dragging the rest down. Only include art that is the best.
    Take out the WIP, it should never be on a portfolio, putting it on a blog of yours is fine, but never a portfolio.
    You don't need quite so many shots of your AK-47, 1 maybe 2 beauty shots, 1 wireframe, high polys, and the texture sheet.

    Lastly, we don't need to have so much detail about you on your "About Me" page, that's for the interview and after you get the job.

    The images at the start was the idea to resemble thumbnails but bigger for you later to navigate around. But as i said earlier from your feedback i might have to rethink that idea!

    And yeah i am pretty new to 2D Art that's the reason i haven't made so many images yet but i will remove some of the pieces. Thanks!

    Here in Sweden when we apply for jobs they want something that is called a "Personal letter" which has to be pretty long and contain much information. I use this portfolio to apply for mostly Swedish companies so that's the reason why i got so much information.

    Thanks for the critique!
  • DWalker
    Remember to always strive for quality over quantity - you will be judged by your weakest piece.

    On the AK-47, I think the wood texture is really hurting you. The grain feels far to coarse, and doesn't really flow with the shape of the stock. This example is the closest I could find to your model (most have wooden stocks with a finer grain); notice how the tree rings help to highlight the shape. Also notice that the wood is polished rather than matte.
    16491d1230066014-ak-47-pics-ak-47-rs.jpg

    Personally I'm tired of M-16s and AK-47s; it seems as though almost every site has at least one if not both. Why not model something different? An AK4 or 5 from your own country would be a more creative choice and would indicate some national pride (which does help).
    ak4_ak5.jpg

    Your materials overall could use some more complexity. They seem to include primarily a diffuse and a normal map. The pill bottles, for example, really should be semi-transparent rather than opaque; they should also be partially reflective. Try to push yourself into using the full capabilities of your engine.

    Also, you might want to work with more complex, higher-poly objects and scenes. On a modern mobile device, your screen budget is on the order of 100k polys; on a mid-range PC, it's somewhere between 1 and 2 MILLION. Don't waste polys, but don't be afraid to spend them where they'll help.
  • Javibcln
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    Javibcln polycounter lvl 8
    really nice folio man! I hope it helps you finding a job! I love the tileable textures the most! :)
  • Johan3043
    DWalker wrote: »
    Remember to always strive for quality over quantity - you will be judged by your weakest piece.

    On the AK-47, I think the wood texture is really hurting you. The grain feels far to coarse, and doesn't really flow with the shape of the stock. This example is the closest I could find to your model (most have wooden stocks with a finer grain); notice how the tree rings help to highlight the shape. Also notice that the wood is polished rather than matte.
    16491d1230066014-ak-47-pics-ak-47-rs.jpg

    Personally I'm tired of M-16s and AK-47s; it seems as though almost every site has at least one if not both. Why not model something different? An AK4 or 5 from your own country would be a more creative choice and would indicate some national pride (which does help).
    ak4_ak5.jpg

    Your materials overall could use some more complexity. They seem to include primarily a diffuse and a normal map. The pill bottles, for example, really should be semi-transparent rather than opaque; they should also be partially reflective. Try to push yourself into using the full capabilities of your engine.

    Also, you might want to work with more complex, higher-poly objects and scenes. On a modern mobile device, your screen budget is on the order of 100k polys; on a mid-range PC, it's somewhere between 1 and 2 MILLION. Don't waste polys, but don't be afraid to spend them where they'll help.

    While i am grateful for your critique i was mostly looking for critique on the look of the website and not it's content. With that said i will keep your critique in mind when creating my next weapon. I do agree i should have given the stock a bit more specularity to it. But as i haven't worked in the game industry yet and are still learning a lot every day a few mistakes is bound to be made. I learned a lot of from my mistakes i did on the AK-47 and will apply all the critique etc for my next weapon! Since the AK-47 was a contract work "This is also why it's a AK-47 and not a less common gun" it is too late to change my mistakes. And i rather work on my other weapons rather than go back and fix all the old ones.

    Also about the Specularity, i do use specularity maps for all my models. I was planning to have transparent materials on the pill bottle in the beginning but that would add ALOT of polygons to it, since all of a sudden i had to make pills inside and also a inside "CryENGINE must have that or else below the lid it would be all black". And since the guy i made it for wanted it to be as low poly as possible that had to do.

    About adding more polygons. I add when i feel it's necessary. My friend who i am modelling most of the props for he want's them rather low poly so i model after his request. But yes i will have this in mind when modelling my own scenes!

    Thank you for the critique! :)
  • JoshVanZuylen
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    JoshVanZuylen polycounter lvl 5
    I didn't know there where category's if i didn't come back it this thread
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