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Struggling to break back into the Industry- Folio ?

Hey there, I've been out of work as an 3d artist for a while and sick to back teeth of having the same conversations with recruitment agents or seeing adverts asking for a "3D artist with AMAZING 2D skills that can animate while doing vector art and solid concepting skills". I'm contemplating chucking it in now.

I thought perhaps a bit of feedback from the community would spot what I'm missing. I've tried out for a few jobs over the last 6 months and got to interview stages 5 times completed a number of art tests but never progressed to filling the post.Can anyone here offer any critical advice based on my folio's content.


http://www.philmccabe.com/

History wise I was made redundant back in 2010 and since then muddled through working remotely (terribly boring TBH sitting on your todd all day as opposed to working with folk in an office) or worked at the local uni but relocations never been a factor I've always been up from moving down from the sticks for the job.

Anyway i thought i'd see if anyone had some helpful advice

Cheers

-Phil

Replies

  • stevston89
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    stevston89 interpolator
    First you have some quality work in your portfolio. I don't really think the work itself is the problem. I think the problem is a lack of focus. All of your work is good, but none of it really jumps out. I would say figure out where you want to work and what you want to work on. Once you figure that out make a piece tailored to that style or studio and make it amazing.

    Also it might be worth it to look into Indie studios. You have good skills in a lot of areas and that is something that indies want.

    Overall just keep at it. I have been struggling to get back into the Industry for almost a year now. Jumping from one small freelance gig to another. I am just now getting somewhere. Also I have been working in games for over 3 years now without a full time position. It's really rough competitive times right now. Keep making art!
  • slosh
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    slosh hero character
    I agree that your stuff is good, not great. And it doesn't help that your stuff is all over the place. If you're still trying to get into bigger studios, pick a focus and cater your folio to it. Make the best art in that specific focus you possible can. Even if you are trying out for indie or mobile, you need to hit a higher bar IMO. The quality bar is just so high right now. Your characters are ok. I think your env props are the strongest but they are all very simple and boring and lack pop or depth. It might work to your advantage if you toss everything but the env stuff and just make a few new props that are far more complicated, throw in PBR, and that should help I would think. Good luck!
  • beefaroni
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    beefaroni sublime tool
    slosh wrote: »
    It might work to your advantage if you toss everything but the env stuff and just make a few new props that are far more complicated, throw in PBR, and that should help I would think. Good luck!

    Agree 100%. The models themselves seem to be really solid but you're missing the last 20%!!

    I think the fire extinguisher and the lamp could use a new set of textures (PBR obviously). If you really nail the textures and spend a few hours really trying to present it SUPER well in Toolbag those pieces will pop!

    For the fire extinguisher for example, REALLY study the fine details of one. Usually, the paint has a slight waviness to it and maybe a few areas where too much paint was applied. If you can get those small details down I think it will really help.
  • DWalker
    Keep in mind that quality is much more important than quantity. You should cull your weakest pieces, and untextured pieces are usually seen as incomplete.

    The level of quality you should be aiming for is not "as good as" those in a game, but better. The limiting factor for professionals is (usually) not skill, but time; art directors typically assume that you have unlimited time to work on your portfolio, and only stop when you get bored or can't improve any further.

    I'd advise that you pick 4-6 of your best pieces, and polish them. If any of the pieces were professional rather than personal, then indicate it in the description.

    Also, rendering in a game engine would show that you understand the complete process, from concept to inclusion in a game.
  • GOBEE
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    GOBEE polycounter lvl 10
    I think your work is solid. Agreed, nothing stands out as amazing, but it's solid and it seems like you are very hirable. So what's the deal?

    A lot of us have been in this situation. But don't give up. There are a few things that I have seen from my experience that people need to understand:

    Sometimes, you need to go where the game studios are. You need to get your face in front of their face. An email or LinkedIn connection will only get you so far when you are thousand miles away. It's been true for me that it's not always what you know, but who you know. Make friends.

    Something that I have been noticing recently is, you can be the greatest artist of all time. But if you're an asshole (not saying you are, I don't know you) and you can't work with other people, you're not going to be in this industry very long. Negative attitudes are contagious. It can destroy a team. You have to be a genuinely nice person and demonstrate that go-get-em attitude as often as possible. You certainly don't need to have the greatest personality in the world (ever meet a programmer?) but it really can help. And unfortunately, so can brown nosing. Yes, it happens, and I shake my head every time I see how effective it is.

    With that said, I like that you have Characters and Environments. I would argue the exact opposite for mobile and smaller indie studios as that's what they want to see. Someone that can do a variety of work. I can't say the same for AAA so it depends on where you are applying. Tailor your portfolio for where you want to be and soldier on my friend.
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Bullet points:

    The sketchbook shows you can draw.

    Kill the character stuff, it's by far your weakest work - but you have it as the first things you see.

    The props are generally good. Remove that gun, that's weak and boxy.

    The environments as good I think - but one or two grabs? Give us more!

    In summary:

    Kill the characters, show more shots and breakdowns. Remove that boxy gun.
  • PerH
    i suggest fixing these :)

    "Art test my second piece in UDK" punctuation maybe?

    "It was a great to experiment with the Unreal Dev Kit..." -a ?
  • NegevPro
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    NegevPro polycounter lvl 4
    I'm not sure if I'm missing something, but there also doesn't seem to be any breakdowns for materials. You have some nice work but I think you can do something even better! Good luck with the job search.
  • BagelHero
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    BagelHero interpolator
    Might be a little harsh, but...
    First Impressions
    If you want to stick with characters (I mean, your character section is first thing, so I can only assume that's what you're most interested in...), you're going to need to push them much further. Provide breakdowns, too; and what's your texture resolution? (Scratch that, I used my eyes. 3x1024?? How are you using your texture space, man!?) They're pretty muddy right now, from diffuse to normal map.

    Your skin is especially weak. Sure, not every model needs to be pushed to a pores and blemishes level, nor can every character have maps down to the subdermis detail, but right now you're lacking some pretty basic creases, and the spec/gloss seems to be just super flat, but without the intent of handpainted detailing it just looks... mediocre, and not very impressive.

    The super close up of the Walking Dead model's flat, muddy skin texture for the character section is probably a bad idea (eye casings probably shouldn't have that much spec, either). I'd probably choose the second Orc render as the cover image; it's much cleaner and the work is far more solid and "finished", moreso than any of your other characters.

    While you're at it, I'd personally move the orc up top and redo the first image of him shown. Pose him, and render in Marmoset so your Normals don't look so... Bump-map-y. Maybe go with a darker background just for the posed one, but stick with the clean white for the breakdown renders. Those are fine. That's just what I think would show off the piece well of course, you know your work and might be able to come up with something even better.
    Presentation
    I gotta say, though, a huge resounding no to the flat color presentation. I don't quite understand why the presentation on the Walking Dead model is so... flat. You're clearly capable of better, judging from the Orc piece and your props, but a potential employer mightn't look that far. At least give it a better background, a vignette and some post effects of some kind. And was the scale off in Toolbag? Because the shadowing is glitching a lot, too.

    The screencap of her from Zbrush with the lines from the canvas going across the sculpt is kinda strange, too. You're clearly capable of more than this; Your prop presentation is much better, and even further down the page here are well presented sculpts and better renders, so what gives? It really makes it feel like you just don't care enough (even if that's not the case). Sidenote, you could have stood to give more texture space to the dreds to allow for more than just the one texture on every single strand. It's super obvious.
    Other areas
    Your actual site is good, and your props are pretty nice. As mentioned by others, I think, you could stand to choose some more interesting props (Hero props), but these are still very solid and nice, most with a good level of detail.

    Your "Art test my second piece in UDK" piece is pretty weak, I'd remove it entirely. I've seen other people tackle this scene, and I've seen them do better; always a bad idea to have something people can draw direct comparisons to.
    The abandoned school is pretty nice, and your professional work is good.

    Question. Are you ordering your pieces in terms of most recent? Because near every page has a bad piece at the top, some pretty good pieces in the middle, then a mixed bag towards the bottom, and its hard to tell if you've ordered it by what you think is best, Least recent to most recent, or Most recent to least.

    All in all, your portfolio is lacking focus. It's hard for me to tell what you like doing, what you're best at and what you want to be. It leaves me feeling a little confused at what you're really capable of, especially in regards to characters.

    I suggest you cull all your weakest pieces, evaluate what you want out of your career, and go from there.

    (Tried to make this easier to read.)
  • Tobbo
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    Tobbo polycounter lvl 11
    On top of what has already been said, I would never say "Art test my second piece in UDK". That's literally saying, go easy on me this was only my second piece in UDK.

    Take it further. If this is only your second piece in UDK imagine what your further UDK pieces would be like (hopefully better)!

    But at this point, I would scrap UDK and pick up UE4 and try and get a strong grasp on PBR.

    You've got the fundamentals down. I would just continue to work on new pieces and replace older/weaker pieces. Keep on pushing yourself to new heights!

    Hang in there! :)
  • Imasho
    Wow bowled over by the genuine support and helpful crits guys I really appreciate you taking the time to take a look through the folio and give me your thoughts. I’ve more work to do it seems and grown a bit complacent without regular contact with industry types. I’ll look at ways to improve that and make more connections.

    stevsnton89- Thank you for the reply I'm reconsidering where I want to be and what I want to do I think from the general consensus the props is a good place to start. I've culled the folio to start rebuilding the props section first. I hear you regarding short contract it’s not easy thanks for the encouragement I hope you get the position your after very soon!

    Slosh - thanks very much for taking the time to look and reply I see that I've lost focus and working from home lost that critical push to make better work I'll be reigning in my scope with new pieces for a props folio based on your advice.

    beefaroni - thanks mate like a said I think it’s a product of not having a critical eye something that I could perhaps get form becoming more active on the forum perhaps? The next piece I do will go for that last 20%

    Dwalker - Again thanks and I'll take that on board keep it smaller and more focussed on quality. Try to push it beyond what I see in game now. I do use marmoset 2 now do you think it better to go with a purely Unreal or Cry engine display?

    Gobee - I hear you regarding having both environments and characters it is a little confusing what to do sometimes. Do I cover all the bases and have a little of everything or really specialise on one aspect? I think I'd left more art in with each rejection trying to chase more and more jobs.
    I'm sure it’s not a personality thing more likely it’s a sh*t work thing. Thanks for the encouragement :)

    Rick - cheers I'm a big fan of bullet points. The characters are gone as I said I'm refocussing on props till I can nail 4 good pieces. I'll really work on the presentation and breakdowns hopefully I’ll improve and it would be nice to have the clear out and a fresh start with work I think.

    PerHaggmark- em... thanks

    NegevPro and BagelHero - thanks for the encouragement I appreciate it. As I've said above I'll be focusing more and presenting better, fewer pieces.

    Tobbo - Thanks man I'll push it further with new pieces. You'd recommend UE4 over Marmoset 2's PBR?
    Thanks again everyone 
  • Rick Stirling
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    Rick Stirling polycounter lvl 18
    Glad you took it well. By the way, you want to rename "r
  • Tobbo
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    Tobbo polycounter lvl 11
    I would use UE4 if you're doing a scene. If you're doing a small diorama or a prop you can use Marmoset Toolbag 2.

    You could use Toolbag 2 for scenes as well, but I would use that opportunity to learn and become familiar with constructing scenes, lighting, etc. inside of UE4. It's also nice to show on your portfolio/resume that you know what you are doing in UE4 and that you can achieve professional results inside of it.
  • BagelHero
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    BagelHero interpolator
    No problem, man, good luck. :) And yeah, Toolbag 2 is great for props and stuff but for larger environments I'd second using UE4 even just based on the fact that the presentation options for scenes in Toolbag are limited (no flythroughs or simple animations being a concern for environment presentation).
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