You have a good starting point. However I would suggest you try to pick one prop, something that is not too tough but still pushes your skill. Once you have, make that prop look like a AAA asset from a current game.
I do not believe you are using PBR as of now. Therefore, research PBR (Physically Based Rendering) and texture your prop with this method. Look into new software that will provide a means to create this prop and future work. Also peruse sites like Artstation (https://www.artstation.com/) or of course Polycount for artists that you would like to match in quality.
Let us know if you have any questions.
Some software/tools to look into: Substance Painter/Designer, Quixel, Marmoset (Render Program)
I also would suggest staying away from demo reels if possible. Pick a non flash based website and use your portfolio to sell your work with images of your work. Use Polycount's great folio guide/wiki:
hey! congrats on finishing your program. that's definitely a good sign that you have the discipline needed to go far in this industry.
I'll start by saying I agree with @3dReaperabout ditching the demo reel format and investing some time in learning the PBR pipeline. I can appreaciate the energy it took to build a large scene like those on your reel but I believe you could get more artistic mileage from working on smaller scale projects. The benefits are huge considering you can produce them more quickly and you'll encounter many different types of challenges that are unique to each project in a shorter period of time. These trouble spots and challenges are where you learn the most so don't be afraid to attempt things that seem beyond your current skill level. As a general rule never work on a personal project if you're 100% sure you can pull it off. Always look for things that will force you to develop new skills and polish the ones you already have.
When you display your work be sure to show your process as much as possible. Having the fancy fly-throughs and the money shots are great but showing your process is just as important. Tell the viewer exactly what you were responsible for building in the level. A cool tool for doing this is the new Marmoset Viewer because it allows you to integrate your models into your portfolio site.
I am NOT a master artist and I still have much to learn before I reach that level so I make my next statement with the utmost humility. A word of caution about software packages like Substance Designer and DDo. They're both AMAZING tools (I've experimented with them in my own work) but they can be dangerous for artists who are just starting out. It is essential that you understand how to generate your own content from scratch first before attempting to incorporate procedural tools like these into your workflow. I've seen a ton of guys who claim to be master texture artists because they learned how to move a few sliders in DDo. Don't fall into that trap. You need to learn solid fundamentals first and foremost. That said there's nothing wrong with experimenting with any tool but be sure you understand what's going on under the hood. Good luck!
Replies
You have a good starting point. However I would suggest you try to pick one prop, something that is not too tough but still pushes your skill. Once you have, make that prop look like a AAA asset from a current game.
I do not believe you are using PBR as of now. Therefore, research PBR (Physically Based Rendering) and texture your prop with this method. Look into new software that will provide a means to create this prop and future work. Also peruse sites like Artstation (https://www.artstation.com/) or of course Polycount for artists that you would like to match in quality.
Let us know if you have any questions.
Some software/tools to look into: Substance Painter/Designer, Quixel, Marmoset (Render Program)
Some great reference for PBR:
http://www.marmoset.co/toolbag/learn/pbr-practice
https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit
http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/
http://www.artisaverb.info/PBT.html
https://www.youtube.com/watch?v=LNwMJeWFr0U
https://www.youtube.com/watch?v=Tt30zzBQb3w
http://wiki.polycount.com/wiki/Portfolio
I personally would suggest Artstation as it is becoming more popular and is very convenient.
I'll start by saying I agree with @3dReaperabout ditching the demo reel format and investing some time in learning the PBR pipeline. I can appreaciate the energy it took to build a large scene like those on your reel but I believe you could get more artistic mileage from working on smaller scale projects. The benefits are huge considering you can produce them more quickly and you'll encounter many different types of challenges that are unique to each project in a shorter period of time. These trouble spots and challenges are where you learn the most so don't be afraid to attempt things that seem beyond your current skill level. As a general rule never work on a personal project if you're 100% sure you can pull it off. Always look for things that will force you to develop new skills and polish the ones you already have.
When you display your work be sure to show your process as much as possible. Having the fancy fly-throughs and the money shots are great but showing your process is just as important. Tell the viewer exactly what you were responsible for building in the level. A cool tool for doing this is the new Marmoset Viewer because it allows you to integrate your models into your portfolio site.
I am NOT a master artist and I still have much to learn before I reach that level so I make my next statement with the utmost humility. A word of caution about software packages like Substance Designer and DDo. They're both AMAZING tools (I've experimented with them in my own work) but they can be dangerous for artists who are just starting out. It is essential that you understand how to generate your own content from scratch first before attempting to incorporate procedural tools like these into your workflow. I've seen a ton of guys who claim to be master texture artists because they learned how to move a few sliders in DDo. Don't fall into that trap. You need to learn solid fundamentals first and foremost. That said there's nothing wrong with experimenting with any tool but be sure you understand what's going on under the hood. Good luck!