Hi guys, I just finished school and made this portfolio, I should have started working on this earlier but this is what I got so far and I would really like to know what I should change and what you think generally. I am aware that I should focus more on a particular subject (such as characters, environments, etc.) but this is pretty much the work I think meets my current skill level and i deem worthy to share.
I will most likely add some stuff in the coming days that I had no time to add before when I initially created the portfolio.
I am currently using portfolio box as a host and think it works well enough but I am open for suggestions when it comes to alternate hosts as well.
https://www.artstation.com/artist/maxilator
Thanks beforehand!
Replies
Also that hover effect doesn't look great, you should also here lower the opacity so that after hover cursor on image you still can see something.
Keep working on it
Some tips:
- work on your anatomy/proportion knowledge. Check out Rafael Grassetti and Ryan Kingslien.
- work on the material definition. For example the skin of the orc looks as shinny as his metal belt.
- make better posing, most of your characters look so stiff.
- show textures and wires. It's super important to show that you know how to optimize.
So start a new character and make a progress thread on Polycount to get crits.
I hope that helps.
Thanks for the feedback, while it is a bit disheartening to hear I am aware that the portfolio needs more well done and complete works. Do you have any recommendation as to how I should get works like those done? As I am more or less in the position of "need experience to get work, need work to get experience". Obviously I am working on personal projects but do you think for example freelance might be an option?
Also, the latest project I did was the "Realistic Head", do you think this is lacking as well or is the problem here that it is not a complete character?
Get rid of the splash screen/Landing page. It is monotonous for HR or art leads to review tons and tons of portfolios. Add on top of that a landing page truly does little for their low patience levels. The first page should be your work.
Another item, why is there only one image of each piece? You worked on something and only have one image to present it? Seems odd.
Nothing is named, none of the images have titles.
I cannot save any of the images either. This can be a problem.
Show wireframess, texture flats, and describe what software you used.
Keep at it.
Freelance is not an option for beginner to gain experience as you already have to be a very good artist to get good freelance gigs and the cheap gigs are jus not worth it. The best way to get experience is simply to make full characters for your portfolio. Find a concept art you like on Artstation, ask the permission to the concept artist and just make it.
The "Realistic Head" looks "ok" but is lacking bone structure and some of the main anatomical landmarks.
Hai Phan made a fantastic tutorial for beginner character artists, you should definitely watch it: http://haikai.net/tutorials.html
Okay, thanks, ill try to address some of these points, I'm considering changing host to artstation based on what you said, just noticed how limiting portfolio box is :susp:
Could you elaborate on why it is not worth it? I mean working cheap is better than free right? I'm not trying to be snide or anything but I'm just curious as to why this is the case.
I didn't realize this was the case, I tried to get some feedback on the face while making it but there were never anyone mentioning this, I'll try to keep it in mind in the future!
I think I saw a bit of these but I didn't know there were this many, I'll look them through.
This is more of a critique on the the actual portfolio side not the art quality side by the way! Keep it up though man!
Thanks! I have been meaning to change those, I just started learning marmoset and thought that I might as well re-render them there for a better result.
To get a job you need to build a portfolio with outstanding art. So you are better off making personnal projects rather than wasting time/energy on cheap freelance gigs that you are not gonna put in your portfolio.
I think your glove is good looking, for a junior artist. You still can make it at least 2 times better with a good texturing work but the model seems good, although I'm no character artist.
You really should state that you are a character artist. And yes, change to ArtStation or make a good Wordpress site with a premium theme. Try to rely on industry standards.
Thanks, I just started working on my ArtStation page today and tried to mimic how I have seen how other peoples structure of how they present their work. Feel free to take a look at it
https://maxilator.artstation.com/
Artstation was a good choice.
Thanks, what exactly are you meaning when you say PBR? Its rendered in marmoset so it has some physically based rendering attributes or am I missing something? My understanding of PBR isn't very clear.
Thank you very much, that was very enlightening! You are totally right, my characters are not up to par, the orc I thought until now was pretty good but when I look at it critically I realize it has many errors. The thing is I have not made a whole character since last summer (school were rough this year and produced nothing worthy of the portfolio) so I were just planning on making a complete character with my current level of skill. Do you think that that is a good idea even if I go into the generalist route?
But just because its not characters doesn't mean it can't be awesome. I saw someone post some bioshock props that I was really impressed by, but I can't find them for some reason now. but here are a couple of artists that worked on the game. http://www.coroflot.com/mauriciotejerina/Bioshock-Infinite
http://cbrait.com/
PBR (physically based rendering) isn't just using PBR shaders really, in things like marmoset or Unreal you need texture maps built to support PBR.
Marmoset has a good breakdown
http://www.marmoset.co/toolbag/learn/pbr-practice
Everyone has seen the DONTNOD PBR chart
https://seblagarde.wordpress.com/2014/04/14/dontnod-physically-based-rendering-chart-for-unreal-engine-4/
This is an older video but it should help you understand the basics a bit better if you are new.
[ame]https://www.youtube.com/watch?v=Tt30zzBQb3w[/ame]
PBR is the new hotness so I would take some time to read up on it and figure it out. Just mess with a simple model, seriously, like a cube and get the workflow down. Just another tool in your arsenal then. Good luck!
PBR is the current standard. You must learn it.
Thank you very much, I'll definitely take a look at that!
I see, well, I don't really have anything against making other props so thanks for the tip. With 6+, did you mean 6+ years or characters? Also, if I am to make the transition from generalist to character artist in the future, how wold I go about getting experience for character creation, would you suggest that that is done in between other prop projects when I have more experience?
I shall, thank you very much!
I don't really know what I might do next but I'm thinking on an old tome or something along the lines of that, kind of like the picture bellow but a bit more rugged, do you think this is a good idea?
The first thing that you should do is to delete the head from your portfolio. The best advice I often read is: only keep the best stuff!
Did you design the weapon yourself? Or is it coming from an existing concept? I guess the design specialists here will have some things to say.
The concrete pillar still needs more love and time. On the painting and at least where the metal interesects with the concrete.
You wrote 1259 tris but this piece is obviously not triangulated. There's still plenty of quads.
The pillar still needs work. Its broken to all hell but has very little indication from the textures. Needs a detail pass and AO pass. Like DanielR17 said, where the rebar protrudes from the concrete needs to show the intersection.
Your head does detract greatly from your other work. Chose a craft, hard surface or organic and cater your folio to that.
https://www.artstation.com/artist/maxilator
That's better. Keep spending some time on your assets.
For new projects now I tend to choose ideas and subjects near where I live. Environments, objects, or natural formations that I can see and touch directly. It gives us a lot of information and I'm sure you can find something interesting not far from home.
Just a suggestion. It can help find new ideas.
Daniel, thanks for the suggestion, I'm sorry for not responding, I must have missed your comment. I have tried looking for stuff to make around me but apart from the "dad's ol rifle" I have a hard time finding any inspiring pieces but I'll keep my eyes peeled!
https://www.artstation.com/artist/maxilator