It's been said to me and others on Polycount that 2-3 good pieces are better in the portfolio than 10 moderately decent pieces. I believe that. Now another issue I've faced recently is simply the quantity of work WITHIN your pieces. Would you agree that an "excellent" handgun, Pokeball and Unicycle are superior to a portfolio of 5-10 works with hundreds upon hundreds more hours put in simply for the amount of "stuff" placed in? Let's say, for example, that somebody's (not mentioning names :poly124:) material definition is his biggest critique. Then let's say that same someone spends the next month modeling, UVing and baking a large environment of work and then thinks, "Am I wasting my time?" Meanwhile he sees character artists at similar levels getting entire pieces done inside a month's time on a regular basis. What are they REALLY looking for in a gallery? Just how much quantity does an environment need to be considered "a full environment" (I know that's vague).
Note that I had my gallery critiqued in February, made a whole new one, had it critiqued late July, and now I'm remaking several of those pieces, while creating my current environment. In my last gallery, everything looked like the same "mediocre" level of quality. I ask this now because I'm exhausting myself making a while nother folio and I'm expecting the same result as last time. I'm so exhausted. :poly114:
TLDR: What do you recommend as a real minimum of work for an environment artist's portfolio? I intend to aim for that, then remake the same pieces by improving on their weaknesses to maximize efficient use of time and energy.
Replies
Here is what you need for a great environment artist portfolio.
1 Super polished environment. Good composition, story telling in the environment, material definition and lighting. Showcasing the use of tiling textures and modular assets is a HUGE plus.
2 Extra 3d assets that differ from the style of your environment and can show some great material definition/texturing/high poly work.
Have that and finding a job shouldn't be too difficult.
I wouldn't remake old paces. You're better off taking what you learned from them and using it on something new, if anything just to keep yourself from being bored.
My main idea about remaking pieces was to take pre-PBR works and remake the materials in PBR. I've already done this on two pieces and have two other pieces I'm thinking about. The main concern is really just fatigue and how to pace myself, not get discouraged, stay current and be proud of my work. I will definitely take this advice to heart so thanks again.
Development over time just works against you:
1) the past is past. We care what you can do NOW
2) we expect you to be flexible and pick up new stuff quickly. All that a "development over time section shows" is that you may be too slow (you have no idea about some of the crazy real world requirements - not saying they're always realistic, but producers and ADs can always dream ). i.e. such a section in your folio will likely get you more negative than positive points
3) you're adding a piece to your folio that's weaker than your current work - even if it's just for comparison - it's already been said, don't do that.
About quantity: yes, we want to see quantity that shows us you're not a 1 trick pony. This means instead of 1 fuxking awesome piece, we'd like to see two or even three. But any more are really only useful in certain special cases. If you REALLY want to show versatility, e.g. in style, just make 3 different fuxking awesome pieces, but that'll be a real challenge!
Remaking old pieces: should be okay. Just don't show the old piece - which probably sucks compared to the new one. Again, we judge what you can do right now!
So quantity isn't always good but it seems very dependent on who you're trying to appeal to. I definitely agree that you always need quality.
Then again, if your portfolio is big and solid enough without the old stuff, then its of course better. But for someone who is still learning fast, someone pretty junior, I dont see the problem with showing that you are improving : )
I would rather see a folio with 10 pieces, with a nice curve of improvment, than 3 ok pieces. Because the three pieces just tells me that right now you are kinda ok, but is that your level for the last two years, or are you still improving rapidly? No way to tell.
past growth isn't necessarily an indicator for future growth. Artistic growth is not linear. For all you know, the pieces you see in a folio could represent the peak of a candidate's ability.
Pushing yourself artistically, and showing interest in new tools is expected. If you don't do this, you'll be out of a job sooner or later. I don't think there's a need to prove that you want to stay employed Same thing as putting "team player" in your resume. Everyone is a team player anyway, and it's expected too. So don't waste space.
If you do show it, it can spark off more conversations. Don't dwell on the lesser quality of the work but talk about the improvements you've made since then. You could have the before and after remakes that you are doing now, talk specifics about PBR, better lighting, better presentation etc. Then carry the momentum of this conversation to the present you, your current skill set.
But as others have said if your online portfolio is strong enough then these extra stuff becomes less of a necessity.
@Ex-Ray: Thanks, and yeah the goal of course is to just be as great as possible, then its not an issue LOL.