Hey all,
After having an art test and being passed over for a huge opportunity the beat yourself up phase kicks in. :poly127: However, rather than dwelling it's time to get back on the horse. I wanted to post my portfolio and get your all opinions on where I should go from here. Give me the good, the bad and the ugly. What do you think my focal point should be? Any C&C will be extremely helpful.
http://aaronmwolford.com/
Replies
I'm fan of your props and you know I love stylized stuff. I think spending some time on another nice set piece could be really cool. Something more wood based? Like a trebuchet or a guillotine. Something like that could easily take the place of the bell that tells a story. I'm not an environment artist, so I don't know what they look for in a portfolio. All I can say is that your work looks solid... and art test rejections suck.
How many pieces are ideal on a portfolio? I definitely do not want to keep the bell just for quantity sake.
The thing that stands out to me is that some of your images are low resolution and appear stretched.
Im on a 1920x1080 monitor and your site stretches them out pretty bad, even worse if recruiters are on a larger screen. Your Warbell and Robot Race pictures are especially low-res at first glance. Even if clicking the image reveals the proper size, first impressions matter a lot!
Art rejections suck indeed. Keep improving man! Good that you are already back on the move.
I think the thing I'd maybe look into is to try to add a little more story to your textures. Everything looks good but the one that catches my eye is the Bell. Something about that seems more interesting.
I think if you run your weapons through another 3 - 5 passes it make a world of difference.
Im a little partial to texture work so that's what I noticed.
Your stuff looks great man! I think just a few more passes will really help it stand out
Try getting a lot more edge definition and large scale wear , also the base materials have this non correct material values look. The modeling and bakes seem good, you should try use a bit more polys tho to get the last flawed silhouettes and forms down perfect. The lowpoly should look 90% like the highpoly
Your renders are also not so nice, try using a better cubemap / HDRI or so or another renderer. Nicer backgrounds would also help, and a unified presentation too
http://aaronmwolford.dunked.com/czscorpion/lightbox/#1445504
Here are a lot of polys missing, you can't just bake it down like that, it looks
terrible in first person as a result. First person is the most important view of all.
Edit: just to clarify, bevels would have been needed here
The bakes look great, it's just the textures that are currently holding your portfolio back.
Most of, if not all my critiques fall upon the texture work.
I'll add that i'm not impressed by the robot race piece, Personally I'd take it down. compared to yoru other ones it just doesnt hold up.
THat may be a personal thing, I still think its worth thinking about (removing robot race).
Example: Still has plenty of roughness, but you can still see that metallic map at work
Maybe it's just the way the lighting is catching the base metal, but it seems flat to me. That's a simple fix though.
Hopefully this helps!
Chase - Thanks for the feedback. I'll go back and work on the bullet casing some more.