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Portfolio Feedback

Hey guys,

I'm currently graduating from Visual College of Art & Design and I would love some feed back on my environment reel and website.

[ame]https://www.youtube.com/watch?v=H6lmEK2wpcw[/ame]

and

www.artistjason.com

Thanks for your help and feedback guys.

My goal is to get into Black Tusk Studios, or Bioware Edmonton.
Working hard everyday to achieve that goal.

Replies

  • BagelHero
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    BagelHero interpolator
    - Your website is more of a blog than a portfolio (because it is clearly a tumblr roll). It's nice, but you need a streamlined website with just your finished, relevant works and preferred job title clearly stated. I really like your creature and vehicle/mechanical work, by the way.

    - Your resume should also be available for download in PDF/DOC form! Right now I just see an image. On my screen, at least, it's a little small to read, and if I saved it it would be named "tumblr_inline_nlnggtSYbh1t8xoak_500.jpg".

    - Your email link is broken on your contacts page. People are lazy. Make it really easy for them to contact you.

    Your stuff looks good, though. Looking forward to seeing more.
  • Dan Powell
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    Dan Powell polycounter lvl 5
    All of the art on the portfolio looks nice in my opinion, so good job with that. :)

    When it comes to the layout I agree with Bagelhero; it's pretty - but not that functional/informative. Have a look at other people's portfolio layouts for more inspiration.

    Though I'm not professionally accredited, personally I like Scott Homer's portfolio a lot. The tile-based layout gives a summary of each work piece, giving the viewer the option to click it for more information if they're interested in its workflow breakdown. It also allows recruiters to quickly obtain an overview of your skillset by just glancing at every tile. All of his Contact details (including a Resum
  • Clark Coots
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    Clark Coots polycounter lvl 13
    Some very good work. I feel your material definition on Metal could be stronger. I see on your Resume you used UE3 (which you typed twice under skills) and if thats the case you could incorporate cubemaps or IBR into your materials to help with blurry reflections. The lighting in the scifi hallway is alittle bland but not bad, I think you could pump up the emissive on the light sources - ceiling lights, monitors, small lights on crates. They could have stronger bloom effect to it. Solid work though! Your paintings are nice too

    edit: actually looking at the still images on your site the emissive intensity on the lights looks good, in the video my first impression was it needed to be boosted.
  • JasonW
    Thanks so much guys, the feed back is very helpful. I noticed your guys websites are very organized and clean.

    I'm going to clean up my site and tweak my scenes.
    Thanks again guys
  • DireWolf
    Pretty impressive :) Nice stuff.
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