Hi
It's that time of the year when students will be asking what sort of theme should they put into their portfolio. So I thought I would come here to ask you guys what sort of portfolio you would love to see, what should be avoided, what you would create if you had a year to do what you wanted?
Personally for advice to students I normally start with market trends mixed with companies available but that does not always go down well with all the post-apocalyptic zombie lovers (every year). So this year I hope to point them to this thread so they can hear it from the horses mouth and save them any wasted time.
Here are some examples, feel free to shoot my ideas down but remember they are for a junior positions, so here it goes.
Four pieces with an in depth research break down for each of the pieces, more or less making the bulk of their portfolio/website.
Just going to put these threads here as well
2D ConceptBank - Post your concepts to model -
http://www.polycount.com/forum/showthread.php?t=133572
Concept art for 3D Artists -
http://www.polycount.com/forum/showthread.php?t=117027http://fuckyeahconceptart.tumblr.com/
What should be in your portfolio? -
http://www.polycount.com/forum/showthread.php?t=130885Character Artist
Two human studies (not two old people!)
From Concept art
Enter a competition
French resistance fighter
Neanderthal?
Animal study with 3D Print?
Environment Artist
From Concept art, example Hans Bacher - Disney
Roof location
Beach Scene
Locations, Jordan, Peru, Philippines, Snow and Ice in UE4?
Historical piece
Vehicle Artist
Realistic
Fantasy Sci-Fi
Old historical vehicle
War Vehicle (I know! but when done well it draws attention)
Some kind of automotive piece.
Asset Artist, - Obviously will need more pieces and could be mixed with any of the above
Hard surface model & Organic
Case, bins, street props
From Concept art
Enter a competition
Gun (I know! but when done well it draws attention)
Would love to hear your thoughts, even if its just what you would create
Replies
http://www.polycount.com/forum/showthread.php?t=130885
With students it's tougher though, since instructors need to teach a great deal of info in a short time, and that's nearly impossible to do with a class full of people who have wide-ranging learning speeds.
I had only ten people in my game art classes last year, and even that was tough. Some are so quick, while some are so slow. But you have to try to reach them all.
Anyhow your list is a good start. The wiki list might also help.
Perfect, thank you, I will go through that thread.:thumbup:
I would say, things like using a concept for portfolio, the lecturers should supply a mixture of 5-10 concepts to choose from to make sure students don't try to be over ambitious with their projects and end up falling too short.
Great stuff, that got me thinking about this thread -2D ConceptBank - Post your concepts for 3D artists to model