Hey guys. Well I've been at this whole job searching thing all summer and you know the deal. Not one reply, not one interview. I've asked a bunch of people from school, including teachers what I should do to improve my portfolio and now I'm coming to you, be proud! :poly142: Anyway, I think the way I'm presenting my portfolio has come a long way since the beginning summer but I could really use some feedback on the actual content. :poly122:
PS: I'm kind of new to Polycount so I hope I'm not intruding by posting in this location..
Thanks xoxo
Here's the link
http://cargocollective.com/ryanalbiez
Replies
The Putin piece is pretty weak and should definitely removed. You have dates on all of your pages - you shouldn't have anything from 2010 or 2011 on there. Your portfolio should represent your current skill level as closely as possible. If you must put old work on there I wouldn't date it.
A lot of these just look school projects. You need to focus on completing more personal projects and updating with current, higher-quality work. Post your work here or a forum like it as you go and you'll get good feedback and improve quickly if you listen.
Hope I'm not being too harsh, there's potential here for sure, but you're going to have to step it up and replace all of this before the portfolio is industry ready, IMO.
Also your video is blurry as hell, and really makes your stuff look even weaker. re-do it or kill it.
Remove the Putin, it doesn't look good.
Try and find a better car paint shader, something with some fernel.
How come you doing have any smoothing groups on your skelaton? spend 20 mins and fix it.
The only thing I think I would keep from your current portfolio would be the Car. but as Jet_Pilot said the Cars Material needs work, its far to shiny.
Layout/composition - needs work
Materials - needs work
Modeling - needs work
Texturing - needs work
Anatomy - needs work
Lighting/presentation - needs work
Get back to basics. Make a crate or a barrel or a gas can, just make five or six props that can eventually go into a warehouse type scene. Don't worry about the scene, That will come later. Just pick the props, make em, get feedback on them here on the forums and don't move on to anything else till you get them dialed in and looking like these or better....
Best of luck.
How much of the "Golisano interior" was yours? That stuff will get you noticed and hired. 3D is a big world, you could get a job with an architectural firm if you can build stuff to that quality, but the rest of your portfolio did not demonstrate that.
You have to decide, and make a choice and go for it. I'd really consider getting in on the next noob challenge offered here on polycount. You'll learn a ton and it's typically a project easily completed within a few weeks.
You can still get some valuable feedback from people here if you find the community here better than other forums. A lot of the highpoly techniques game artists use are similar to what you would see in the movie industry. Also the artistic concepts are universal across pretty much every medium, and getting feedback on that is important as well. You will find a lot less technical information about film techniques here though, so you might want to look at another forum for info about that.
Anyway, I was probably working on art 12-16 hours a day 7 days a week. I pretty much locked myself to the computer and worked non-stop for 2 years. I suppose I'm not a natural talent, I just worked real hard. I have a feeling you would have to do the same and then some. Its only gotten more challenging to get a job imo.
I hope this doesn't discourage you. If you want it bad enough, you will make it happen!