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Portfolio critique/feedback

polycounter lvl 4
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TheEyeOfTerror polycounter lvl 4
What up guy’s,

I finally got around to making my portfolio and I was hoping for some feed. Be as kind or brutally honest as you want.

http://mshend.carbonmade.com/

Thanks everyone for the help.

Replies

  • PyrZern
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    PyrZern polycounter lvl 12
    Hey there.

    - The thumbnail links on the homepage should be images of your work, not the concept art.
    - Too much clicking to view each image. I don't mind scrolling down to see them. But clicking on each one to see them is too much.
    - Also unable to right click and save image. Or Pin via Pinterest.
    - Slap your name onto every single image on your site.(except someone else's concept art !!!)
    - Picture of your professional self, or none at all. Lose the WAR40k dude.
    - Specialty can be more specific. Doesn't seem you're making characters, or envo. So.... prop artist ? or just put in something like Hard-Surface Modeling. I'm sure you can make both guns and cars and spaceships.
    - Lose the life story >_<" Get straight to the point and be confident about it.
    - Doesn't hurt to give your general address. (City, State).
    - Don't forget Resume or link to it.

    Those are the things that kind of bug me. For comments on the pieces themselves, wait for the next guy <_<

    2cents
  • marcobar
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    marcobar polycounter lvl 4
    I have to agree with @PyrZern, and I would add that you might want to work on the overall professionalism of the site. You don't have to be super formal when talking about yourself and your work, but saying things like "working in Maya is one of the only things I can do for hours on end" might set off warning bells in the mind of an HR person or recruiter, and to be brutally honest, makes you seem lazy. You should also really have some kind of resume, or at least a short-hand list of your skills and software proficiencies.

    As far as the actual work is concerned, two things jump out at me. The first is that you need to show more than just two props. You're likely already aware of this, so I won't stress the point. The second is that it looks to me like you're relying very heavily on dDO for texturing detail. I'm by no means an 'industry pro' (I'm still building up a portfolio myself), and I spotted that right away, so keep in mind that a lead artist at a game studio will have an even sharper eye for those kinds of details.

    Sorry for being nit-picky, but I've found portfolio critiques especially useful for my own work, and I know it isn't helpful when people hold them back!
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