I have created a Portfolio website. I have removed all Movies Stuff because I want focus apply to the Games Industry locally in germany.
http://www.hanshuebener.com/
I know some Browsergame & Mobile companies like Goodgames & Bigpoint there I would like to apply as Trainee or some other Companie near Hamburg & Berlin.
I have seen some portfolios of there stuff on linkedin, but I am not sure if should go for nextgen assets via BPR or do handpainted assets or do simply both?
I have read the awesome
15 STEPS TO LANDING YOUR DREAM ART JOB Article on artstation.com, and listened to the CrunchCast from Chris Holden. And change my complex website to a more simple structured portfolio.
I am not sure what to create for my portfolio. I can only say that my Anatomy skills not good enough for to work as Character Artists. And other say you have a long journey ahead. I thought then I do more in the direction stylized 3D Environment Artist & 3D Props Artist.
I think I need to created 15 Pieces and a good presentation. maybe I can create a demo reel with the assets.
Should I apply as Trainee 3D Artist with one or two styled comic handpainted lowpoly characters?
Replies
First off, your home page lands the viewer on a badly rendered and lit model in t-pose. that's a no-no ! I don't know if that's a good idea to remove your movie stuff. It can still be interesting to see and above all it leaves you with almost nothing to show.
IMO, take your time to build strong assets, even if there are not a lot of them.
I'm an intern and from what I've learned we need to have near-industry quality assets in order to be considered available even for a trainee program.
Few good assets are more valuable than numerous bad ones. the people who work in the company expect us to be as autonomous as possible, so they don't waste their time explaining us everything. Quality over quantity.
And aside from the basics like clean topology, anatomy, believable materials, sober and efficient lighting, etc, you should have nice presentation shots with shaded and wireframe assets, textures breakdown, polycount and tex resolution. Avoid putting all your different views on separate images.
Your favorite field of work and your target company should logically match. If you like doing low poly handpainted assets, find a mobile game studio, if you like photorealistic stuff apply for Crytek for example. Not the opposite : make stuff BECAUSE you like a certain company.
But don't do like me and specialize too early. Try a bit of everything and show that you can be versatile.
Personally I want to apply for a character artist position, but I have no experience. The thing is that in most studios all the characters are done by trustworthy people with a few years of experience behind them because it's too complex for an intern.
I'll just finish by : do what you like the most ! And you'll find the company that suits you.
I need maybe bring back my drawings as well.
Keep it as simple as possible and make the minimum amount of clicks required in order to get to your work.
A nice example is : http://www.gavimage.com/
sober webdesign that takes no time to load
you click on it, bam, instant cool thumbnails that makes us want to discover them all.
@Amaury On that portfolio it open for each images a new window, is this the way to go?
If you don't want to do that then just merge the "movie" and "home" pages. And please, take out that robot, it just shows your lack of topology understanding. The sheriff is a much better character :thumbup:
https://www.artstation.com/artist/independ-hans
Do you think an artstation profile could be better than my domain portfolio?
They do Unreal Engine 4 projects as I know.
Honestly you still have a long way to go before you should start thinking of applying somewhere.
I did some research and some german news says Goodgames studio does making a pc game.
With Dr. Michael Böni as Head of Coregames, who was on SquareEnix (Nosgoth) und Bungie (Destiny).
I go ahead and do both realistic looking props with BPR and lowpoly handpainted art. I do experiment what I like more.
Keep plugging away.
@Zi0 The presentation is also a skill I need to improve.
@oxygencube I enjoy characters, I won't stop doing this, but I should do enviroment & props too
@Odow I think on that and continue to work a lot and post my stuff on polycount.
I read this the other day and found it completely accurate and inspiring. Good luck!
start learning anatomy now and maybe I watch some of the the gnomon workshop tutorials. the subscription model is interesting for me!
edit:
Oh I see the gnomon workshop have Online Courses, they are pricey but prop worth it.
With that said; apart from improving your arts, you also need to either rig or just pose your model. You are lacking the beauty shot of your character. T-pose render is good for a construction render, but you need a splash image to show off. One which you can also zooom in on the face. Secondly, you need better UV wrapping. Try to pack everything into one single texture sheet. Then try to pack everything into 2 texture sheets. (skin on one, clothing on another. etc.)
Because I have no idea what this is. And it doesn't look too good either.
Do something like this.
Lastly, I'm not sure if showing hypershade is anything helping. (it's not to me)
Here´s the spine for example. It´s made of 7 neckbones, 12 chest and 5 backbones. Then the sacrum and the bone that hurts terrible when its broken.
http://www.eesom.com/bilderpool/rueckenschmerzen/pop_wirbelsaeule.jpg
http://www.jameda.de/gesundheits-lexikon/bilder/big/506859.jpg
It looks like you are doing the ribcage and the spine as one object, remember that all those ribs and spine bones are separate objects only held together by some cartilages.
And it looks like you raised your subdivisions really quick, it´s better to define the shape at a lower subdivision stage. Otherwise your meshes will become a blobby mess which happens to a lot of meshes in your portfolio.
I use Stephen Rogers Peck: Atlas of Human Anatomy for the Artist for references.
I do the COURSE ARTISTIC ANATOMY IN ZBRUSH from www.uartsy.com
I have adjusted the proportions to 8 head tall skeleton.
I need to resculpt it probably the spine and the sacrum but first I skulp the arm and leg bones.
That´s exactly what I wanted and they gave me no chance...
Good luck! : )
For exemple I don,t think your rib cage have the right angle or that your spine is at the right place so don't sculpt it right now.
Keep it up.
Thanks, usually have much luck but in this case I need a awesome portfolio & luck.
Once you do that, the nipple line should be at the second line on your grid, the pubic arch at the 4th and just below the knee at the 6th. Right now, your knee is directly on it.
Also, the bone on the lower leg look like a dog toy and it's way too thick. There is no bone in your body that is perfectly straight like that either. If you're following along with Ryan Kingslien, he definitely mentions opposing angles and natural gesture and curvature of the human skeleton. Take your time to get this right, no need to rush.
@jhoythottle You are right my skeleton was 7,8 Head high and did not align with the grid.
I have tweaked a little now it should be match. also the secondary measurement alignment are really useful thanks for that.
@Vincent_DEROZIER I try to follow your guide, feeling a little like in a drawing class.
I working now on the Arm and and Leg bones so then dont look like dog toys.
Edit:
I have updated the Proportions because the legs was too long.
The best advice I can give is, figure out what art you want to do, which looks like its character art, think of a studio that inspires you, look into the artists portfolios from that studio, and match/exceed that quality of work. Keep grinding that art!
I have worked on the Shaft Bones.
Just look at the pelvis. He's backward.
Your bones are a bit too boxy, again look at this femur
He looks closer to a cylinder than a cube.
Same goes for other bones like the humerus who should be a bit thicker
And you also should keep in mind that bones aren't floaty objects held together by muscles. They insert into each other. That's why you can't turn your head 360° or bend your knees forward.
I have worked on the pelvis
https://youtu.be/N1bhFohgdV4