Hey ya'll!~
I've been ghosting this site for a while now but friends have been urging me to post/ get feedback so here we go. I concentrated mostly on art for mobile games while in school but I want to branch out of that.
I'm an associate level 3D artist and illustrator looking to improve my work/presentation/portfolio.
Any help/comments/critiques would be greatly appreciated.
My portfolio site:
www.jenmelnick.com
Thanks all!:)
-J
Replies
First off, good job so far! Your art is colorful and pretty well designed, attracts attention very well.
But I think you need to figure out what you really want to do, rather than showing off... everything. I can't tell quite what you're showing off specifically and you have no title (Character Artist? Environment Artist? Even 3D generalist would do, but there's illustration here too...), which effects how I'm viewing this. I, personally, have assumed that you want to and like to do Characters, because that's on the first page. Both designing them, and the actual modelling and texturing.
Still, though, it leaves me feeling a little confused, and you could really stand to make a harder goal-- If you no longer wish to work on casual mobile games, show the kind of art that would go into a game you actually wish to work on. So figure out exactly what that is, and show it up front.
Just some other niggly bits I noticed;
This is pretty noticeable on your "baby felpurr" piece, where the sculpting doesn't correspond with the really nice handpainted texture for her face at all. The forms you lovingly painted in just aren't matching up with the sculpt, which misses a lot of those same key forms. Though, I really like the floaty buggy shimp-y thing, and it's presentation. That thing is cool. The Devil Ray is really nice, too, though it's a shame you didn't get to make a slightly higher rez version of it with the normal maps playing a bigger role.
On that note, there's a lot of stuff here. Remember to cull all the old stuff that doesn't reflect your skill level, rotate them out for newer pieces, and be selective with the pieces you put up. Quality over Quantity and all that. :poly142:
Keep it up, maybe post some personal WIPs on here once in a while. Having people chime in while you're still working can be really helpful. :thumbup:
Fantastic, this is exactly the kind of input I was looking for. Parsing through each point atm piece by piece. Will tackle some of the easier stuff tomorrow and work on the bigger issues with the models etc over the next week.
Thank you!