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Need your help to improve!

Hi all,

I'm new to this sort of thing but I have come on polycount innocently to share my portfolio, with the hope to get some feed back or laugh's, from some great artists. :poly122:

Also I do feel like I have over loaded my portfolio and need to remove some work, if there are certain piece's that are bringing the quality down please advise.

So here goes nothing my portfolio is: www.andreperkins.carbonmade.com

Cheers for coming this far on my first thread :thumbup:


Perkinstein

Replies

  • cholden
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    cholden polycounter lvl 18
    Yes, way too much. Remove the sections and change the front page to 6-8 of your best pieces ONLY. Change About page to a Resume/CV

    That said, don't worry to much about the site now, focus on your work. Also, this should be moved to Pimping and Previews.
  • Goat Justice
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    Goat Justice polycounter lvl 10
    Remove the sections and change the front page to 6-8 of your best pieces ONLY
    ...Yep
    Change About page to a Resume/CV
    ...Yep
    don't worry to much about the site now, focus on your work
    ...Big Yep

    The work you have posted is all over the place subject/specialization wise. Also, The quality probably not where it needs to be to get the attention of potential employers. Best advice I can offer is to decide which specialization interests you the most and start building a focused body of work towards that goal. For environment I would suggest starting with a basic prop: pick an interesting meduim sized object, nail the high-poly, low poly, and finish it off with beautiful textures. Post WIPs for feedback and you will probably learn a lot. with a couple of decent props under your belt you can tackle larger things like architecture and complete scenes.
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Your environment art seems to be based on your perception of realism rather than using reference. A perfect example is your wall with interior; you've got a wall with a brick texture and a window, you are trying to make it realistic, but a wall like that wouldn't exist in real life. The bricks are too large and you wouldn't build them round a window like that.
  • chrisradsby
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    chrisradsby polycounter lvl 15
    I say focus on one thing first Environment Art, Prop Art or Characters and work that category until you're at a hirable level. It's also important for you to sit down and analyse your own work and compare it to others.

    Why is it that their normal map look like this?
    Why are they using their spec maps like this and how do I get that result?
    How do I present my models in the best way?

    Lighting and proper use of Art Principles can make simple things look a lot better. My latest WIP-environment for one is really basic in it's shapes and textures. Though a lot of though have gone into those shapes, colors and lighting.

    Maybe try getting your hands on Marmoset Toolbag to show off your models, it'll give you a better representation of your model for sure.
  • Perkinstein
    Thank you everyone for the advice so far, I have a lot of work to do I know.

    I have made some subtle changes already and a bit more focused on a specialized area of environmental and prop artist. I am hoping to post some new work in a few weeks with some improvements.


    thanks again
  • SnowInChina
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    SnowInChina interpolator
    you should also work on your presentation
    if you are going for a job in the gaming industry, take your presentation shots in an engine like udk or marmoset etc
    post a beautyshot, wires and maybe the textures, with infos on triangle count and texture size

    study some portfolios from other great artists and how they represent their work


    and dont take this the wrong way, but right now you need to practice alot more
    polycount is a great place to start, check out the wiki, there are tons of infos for nearly everything
    good luck and keep at it
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