New New folio! with all the crits and information I was given I Re-Rebuilt my portfolio and feel like I have all together a MUCH stronger folio. Again and always please, any feedback you have no matter how harsh I would love to hear!
Thanks a ton guys (and girls)
Blake
Artstation Link:
https://nistrum.artstation.com/
Replies
what do you think i would need to do to get some interest in a games company? should i drop some of the high poly freelance stuff for some low poly personal work?
Your model are spinning really fast. I have to stop the video to get a good look at the details.
1. Dont use flickr as a portfolio site, use artstation.com
2. Reels are meh unless you are doing animation or have a scene that you want to share thats has animated effects.
3. Your art is sproadic meaning you have a tank then hand painted floors for another, while its good to spread out I would suggest sticking to learning one thing.
4. Use an almost black background for your renders, grey is no bueno.
5. Your images seem way too low rez and or blurry to make details out.
josh not harsh at all, pretty much exactly what i was after.
and thanks pig.
will shift my work over to artstation.
next thing. granted you cant see it very well, but what about the quality. is it something you would expect to see people getting work with or not?
Be harsh. its the only way i am going to make this work.
You still have a lot to learn and get better at to get a studio job though.
If you're going to have a reel (which isn't really necessary as others have pointed out unless you have environments with moving elements or animation), then the rotations need to be 5 seconds long each and only have two rots for each pass of the mesh. The stuff in your reel rotates way too fast for people to admire the details of your work.
Also, if you're going for a game studio, more wireframes and callout sheets would be awesome.
If you want to see if you are good enough for a studio job, put your artwork against others e.g. load up artstation or some amazing 3d artist and compare your work, if you are not as good then you know where to start.
What I see is a lot simple assets like a lamp, or a simple building. I would not use that as a portfolio piece, use whatever looks good freelance or personal doesnt matter.
I think you have a long way to go before studio ready, as previously mentioned what do you want to do? Environment? Props? if environment, practice using trim sheets and make a scene because thats about 95% of an environment artist job. If its a prop, make amazing props.
i have a fair bit of newer freelance work that i think is still under NDA. much higher detail sculpting work etc. so im kinda stuck on that one. am working on some new sculpts but that takes time.
Bar the obvious lack of detail due to poor images what do you think of that speeder? do you think it shows a capable level or is it still sub par (as this is my only real current work)
I think its a good start, idk hard to explain atm.
Added in my freelance work as well as bits I have worked on personally, as always happy to hear what you guys have to say!
https://nistrum.artstation.com/
I am not convinced by your texturing skillls, definitely work on that
Try making some weathered props, and no more sci-fi stuff
Check out this presentation if you haven't already: http://www.gdcvault.com/play/1022096/Killer-Portfolio-or-Portfolio-Killer
could you be a bit more specific about the texturing? what do you think of the speeder and dreadnought stuff?
and quotidian thanks for the link. will check that out for sure! and TBH the reel is only on the folio site as an extra thumbnail. I can take it out but it shows some stuff quite well.
that one?
For example, if your prop is just a static firearm - there's no movement or you're not showing off any reload animations, then just do some nice renders of it with good lighting instead of doing a turntable.
Generally, unless your applying to a generalist role, then keep your portfolio to one area and remove the weaker areas of work.
Don't take this the wrong way, but I feel that in comparison to the rest of your work, your 2D firearm concepts are weaker.
Your high poly stuff (the tank, car and robot) is awesome so render those at a much higher resolution and put some more love into making pretty renders for them. I like the style of the poster you've done for the big high poly mech.
All in all, make the best stuff big, and remove the weaker stuff. I think your images of the Car, the Mech and the Tank should be the big photos - not the building models.
Keep up the good work.
I have edited the first post with my new artstation portfolio.
If people could give me their thoughts on that I would be even more appreciative! . thanks again, you guys are why I love polycount so much!
just in case. here is the link again https://nistrum.artstation.com/
the trainers are work i did for nike, its not something i have the files for at home. It was for their TV add campaign.
I am pretty pleased with the guns and the speeder, would you say they were really that far below where they need to be? if so could you suggest how i might have done or do them better?
Thanks for the feedback. I am currently working on an environment that is kind of eating up all my time, but i think by the end of the week i should have that done too.