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Ffdspline
polycounter lvl 4
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Ffdspline polycounter lvl 4
Hey polycount! I am a 3d artist in mobile game industry, stuck in one circle without professional growth. And rightnow I have some problems with getting a new job, a lot of positions applied and 0 replies :( Aaaaand the question is what is wrong with my portfolio? 
http://ffdspline.artstation.com/

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  • Nuclear Angel
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    Nuclear Angel polycounter
    Hey Ffdspline, personally for me what is missing the most are the presentations themselves. They are quite boringly lit and it feels like studio photos all of them. Also technical breakdowns would be great on all the pieces. Your Japanese car is in my opinion the best presented piece you have. But you could still play more with the lighting. Also a marmoset viewer would be a good idea, so that the companies can look at your models in real time. 

    But what are you applying for to which kind of companies and as which position? If you want to be a hard surface modeler (since you got the cars), I would recommend that you would do some guns, or sci-fi vehicles. And also the architectural things, it would be great if you showed exactly which of the pieces you did do. But also ask yourself how relevant they are depending on which company you want to end up on.  

    I hope this helps, good luck. 
  • Ffdspline
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    Ffdspline polycounter lvl 4
    Updated portfolio with latest models, still no job offers :( 
    Any suggestions on how to improve it?
    https://www.artstation.com/artist/ffdspline
  • rosu.kristof
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    rosu.kristof polycounter lvl 4
    Right now you have rather low-res cars with advanced shaders slapped on them and then rendered in a path-tracer. That's not applicable anywhere in games or vfx. I would choose a role and a few companies and target my portfolio to the specific art style and technology that they use. Maybe learn a game engine as environment art roles are the most numerous. If you want to stick with just hard surface stuff, build some guns and vehicles, but use the appropriate techniques for games: find out the polygon budgets for a typical aaa game, use the same texturing techniques, same art style, then render it in marmoset or a game engine. 
  • Jaggar
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    Jaggar polycounter lvl 4
    Hey, very nice models, but. It does not look like gaming models. As renders too are not good enough. Should you use one type of render / engine because as I enter your model, I do not know what's going on? One picture looks great second not so much, the same car and see two totally different. Recruiters do not care how much texture they have, especially if they can not feel it. It may as well be your downside. In the first place counts the appearance, optimization is secondary. Quality is the quality of the textures, the amount of work put into it. Maybe make some dirt, put some love into roughness and details. You see, you can model, but you lack some texturing skills. Maybe start testing textures with substance painter or similar. It slowly becomes a standard in every studio.

    summarizing:
    - see that you know how to model
    - dont vray models for games, i want to see them in realtime, engine or marmoset
    - you do not see the aesthetics in the texturing for games (the player wants to see the little tastes that enjoy the eye)
    From good graphics requires good texturing, you should definitely improve this aspect.

    head's up and good luck ;)

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