Hey, guys!
I'm fairly new to 3D. I've been at it for about nine months now and have taken on some unpaid freelance work in order to learn about the industry and bolster my portfolio. I intend to apply to game jobs as soon as I finish a few things with this game and rework my portfolio a bit more. I am seeking advice from professionals concerning the quality of my work, the state of my portfolio and my appeal to game studios as someone new to the game.
I did not go to school for game design but I have a Fine Arts degree and I believe that it helps me quite a bit in this field. My portfolio shows my work from every medium that I've worked with with clear sections and focus on game design. My resume and an about me is available on my portfolio as well as some examples of the work I've done as a freelance game artist.
Please give me some harsh and honest feedback!
P.S.: I live in NYC and intend to apply to Avalanche and Rockstar as well as any other studios I can find. I am lucky enough to have an awesome job as an artist assistant, playing with Lego all day but I really want to start my career as an entry level environment artist. If you have any experience with studios in New York specifically, I would be very interested to hear from you.
Here is my portfolio; thanks in advance!
www.brettmarshalltucker.com
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Also, would you recommend that I start rendering in Unreal or another engine? I have knowledge of Unreal and Unity and seems that a lot of really nice looking renders come from there. I think it could help me learn about lighting too.
Thanks for the great criticism, its just what I needed!
You were more impressed by his chair and his dishpit, even though both are smaller in scale. After looking at the Insomniac guy's art, is it his materials or how he laid out his textures/lighting that's holding the scene back? Or do you find the scene itself has a thematic problem?
I'm guessing the closest example I can think of are those Horror/Survival stories that take place in the woods. When looking at references, they tend to describe a scene that has liveliness or shows isolation from the rest of the world.
http://brettmarshalltucker.com/scenes-and-models <- this needs to be the homepage.
That page also doesn't have a great layout. Generally every thumbnail is dedicated to a separate project and if I click on it I expect to see 2-10 screenshots in a column showing the main scene, assets, wireframes, shader breakdowns, etc. much like Corey's work linked above. When it comes to your portfolio and navigation, less is more. Your website is fancy but having a homepage and far too much clicking to see your stuff is working against you. tl;dr I would just migrate over to the free artstation thing
If you want a job you might need a couple extra projects before you are ready. I would focus on smaller scenes and aim for a few, high quality assets. There's a lot of aspects to environment modeling so you might need to pick a direction. It's usually down to substance designer node wizard, general props, vehicle artist, weapon artist, vegetation, modular stuff (sci fi, buildings...) etc. The more you spread out the more of a general artist you become but companies generally look for specialists. Early on you will be fine, this is more of 2-4 year plan to that you want to keep in mind.
I would consider seeking out a start-to-finish tutorial on one high AAA quality piece.
As far as specializing, I'm not really sure what I want to go for, I'd like to do it all but I know that's not always possible. I will keep that in mind. Last night, I started laying out a small apartment to model in full as a finished piece that can have multiple beauty shots as well as some camera panning through it in Unreal. It would be helpful to make some high quality single assets through tutorials first so I should do that. Thanks again!