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First Character Artist portfolio, Critique needed

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KiwiHead vertex
It is my first attempt at putting together a portfolio https://zyner.artstation.com/ Is it good enough for a junior position?

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  • BubblegumTate
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    BubblegumTate polycounter lvl 5
    On your 'hell dude WIP':

    I really think you could be more selective about what you show. Your concept sheet with expressions and form was much more impressive than the T-pose renders, or the top shot. Your 'render 2' video of him walking isn't as strong as the posed 'render 1'. Personally, I would say to Render a new hero shot of the 3d model posed as your first image, followed by the concept, and then a sketchfab viewer with the posed character.

    You could probably just use more material that shows off what you believe to be your strengths. I feel like with what you have posted, it's hard to get a read on what you want to be, or what you would be hired for. Trim down the amount of things to only the best you have to show for a job, even if it's just a couple pieces for now, and then present those well. Quality goes a long way, and showing that you understand quality and exercise is important to employers.

    Keep it up, keep working on things, and don't stop.
  • KiwiHead
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    KiwiHead vertex
    Thanks for the advice. I was afraid the whole thing lacked focus... So would it be a better idea to separate the 2D stuff from the 3D, maybe separated categories/links? I don't want to get rid completely of the 2D stuff as I feel that is one of my strenghts..

    Currently speed-learning sculpting in MB, trying to keep myself busy. Thanks for the input.
  • Ged
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    Ged interpolator
    Yeah make a section for 2D if you can. I dont hear about character artist positions very often and junior positions seem even more rare, I wanted to be a character artist when I started learning game art but joined a small indie studio making mobile phone game art and that was a great way in and Ive learnt loads over the years. Keep at it and get 2 or 3 well presented characters in your portfolio and people will at least be able to see your potential more, maybe a couple of decent quality props just to show you can handle those tasks too. Also you could include wireframe and triangle counts and texture count etc for those who are interested in your technical ability.
  • slosh
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    slosh hero character
    Gonna be blunt...definitely not good enough yet. Your stuff is stylized but mediocre quality at best. Don't show 2d with your 3d and pick which you want to be your focus...i assume 3d. If you're doing stylized, find games you want to cater to and try to match their quality and style. Also for quality, you have to match industry pro standards. I pretty much tell every jr artist, you can have less assets in your folio but it has to be as good quality wise as pro work. So find an artist you really enjoy and match his/her quality bar.
  • KiwiHead
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    KiwiHead vertex
    Thanks I really appreciate your help.. @slosh that 'yet' gives me hope. So should I stay away from realistic stuff and push into the stylized territory? Would putting a realistic character in there even make sense?

    @Ged will drop a prop in there then. Thanks.
  • BARDLER
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    BARDLER polycounter lvl 12
    KiwiHead wrote: »
    Thanks I really appreciate your help.. @slosh that 'yet' gives me hope. So should I stay away from realistic stuff and push into the stylized territory? Would putting a realistic character in there even make sense?

    @Ged will drop a prop in there then. Thanks.

    In order to do good stylization, you have to understand the real world realistic version of it first. For example, you can't create a good stylized face until you understand the anatomy and structure of a real face first. If you want to get better it is not always about creating full finalized portfolio pieces, sometimes just doing a series of studies can benefit you more.
  • slosh
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    slosh hero character
    You can certainly do a realistic character as long as you do it right. I have a mix of styles in my folio because I've done a variety of titles. But whichever you choose, the key is to do it properly in each medium and understand the principles that apply to both such as anatomy, proportion, etc.
  • KiwiHead
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    KiwiHead vertex
    Thanks for the advice.. Didn't think about showing my understanding of anatomy to be honest.. Thanks again for opening my eyes a bit :)
  • Texelion
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    Texelion polycounter lvl 8
    Yeah Slosh may be brutally honest but he's right. Look at my folio for example : can't find an entry level job with that, unemployed for 3 years, had to start doing porn stuff as a freelance ^^. Well I guess it depends the country you live in, too. But I don't see anyone hiring you with that portfolio.

    Your best bet is to look for what works, like, MMO characters, MOBA characters ( well maybe that trend is already fading, but some time ago it was the shit ), and realistic soldiers for boring FPS... and then you just copy this. Try making Dota or LoL characters to show you can do that, and every studio who wants to copy those games will want to hire you.

    Check the current popular games, and you can be sure that some people are going to start to copy them and they'll need someone who can do the same kind of art.

    Or you can join an indie team and work for free, I kinda regret not doing that, it will give you some experience, which is more important than your skills it seems...
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