Hello guys,
New to the forum here
I'm currently doing my portfolio to find a job and I would like some feedback to improve my work before starting to apply to jobs.
I would like my portfolio to be environment oriented.
Here is the link to my Portfolio in his current state
https://www.artstation.com/artist/ccoathalemAnd here are the two scenes I would like to add (I'm currently working on a third that I will add later)
Any comments and critiques are welcomed.
Thanks you for your time.
Replies
Something that pops out to me. I believe that is a bench? And were the foliage plants are, i believe that is suppose to be wood? They're far to shiny. Wood typically shouldn't be shiny, so if you're using a roughness map, you'll need to adjust it. Otherwise i really like the lighting of the top 3 images
From one aspiring environment artist to another, keep going I've followed you on artstation to!
Are you using references when you create your scenes?
Especially when it comes to things like abandoned creepy hospital hallways.. I think there's a huge number of images out there that let you recreate every tiny detail.
Maybe you are rushing things a little.. I think you could spend more time on individual assets to really make it shine.
On a side note.. maybe the right thing for you to do would be to pick a single "hero" piece or interesting asset and polish it. Once you get that up to current standards it makes sense to tackle a scene.
edit:
I took a look at your portfolio. There are a couple simple things that you could do to make your current work better presented.
I think you should try to keep every piece with the same dimensions. Like an HD sized resolution but maybe all landscape. This just looks better in general in my opinion. Also for the characters its always essential to have multiple views and a wireframe. Make the character images landscape with those things and you will have something nice to present. Also I was told to mark all of your images with contact information because if something is printed or saved by itself, an employer might not know who it belongs to.
You are right in what you said, actually the hospital scene is an old scene (about 2 years ago) I wanted to reuse in Unreal to discover the engine (use to work on unity before) But yes you are right I should rework a lot of those assets.
Anyway, very inspirational work, makes me want to push my work further. I will try to apply what you said
@Xhi Thanks for the comment man, I will try to look into what you said, It may be a bit to 'clean' indeed, adding a 'storyline' could help making it more realistic (and this applies for all my works...)
I want to thank you guys again for taking the time to answer me, really appreciate it.
Here is the updated version of the hospital + a wip of the new scene
Actually I'm REALLY struggling with the lighting part, if anyone got any advice for me.
Edit : Reuploaded the images regarding the warning
Xhi, Thanks for the helpful comment, will work some more on my scene and try to update the post this week-end
I think you should pick a new angle for the hospital shots as well. I know you're trying to capture the whole room in one picture, but maybe pick 3 shots with unique angles that show off some pieces up close and some far away. I know you're trying to get everything nice and in there, but having a good foreground and background sells an image in my opinion.
The dining room/kitchen set is really cute. i like the colors and lighting. Reminds me of Beauty and the Beast. Unfortunately I'm not a master at lighting and struggle with it. If you haven't already, add some sort of light that shines through the window. I'm sure you have a fake moon outside, but I see a lot of people add an invisible extra light at the windows to add extra light. It may not be completely realistic but it's better for getting the look right. Someone can add more comments about that.
edit: Actually I think with the last shot of the kitchen, there is too much light coming from where the camera is. Maybe make it dark behind the camera and only have light coming from the window and candles. It could make some cool rim light on parts.
Both scenes are still a Wip, but it's getting closer to what I want for the final pieces.
Also I have a strange problem when I use the High resolution Screenshoot tool in Unreal for the hospital scene. (I've taken the sceenshot you se above with gyazo). Here is what I get, you can compare it with the screenshoots above. If anyone got a clue on what could be the problem.
Thank you all again!