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Portfolio critique

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UchiLT polycounter lvl 6
So I'm trying to get my first job in the industry and would like to share my portfolio with the community.
I would like you to tell me what you think about my pieces, what to improve and so on. I'm finding it hard to get my first job here in Spain and when you get rejected nobody spends time to give you feedback.

https://guille3d.carbonmade.com/

Thanks to everyone in advance!

Replies

  • Zi0
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    Zi0 polycounter
    I'm not a big fan of your websites layout so I will leave this here: https://www.polygon-academy.com/why-your-portfolio-needs-to-be-on-artstation/

    At what kind of studios are you aiming right now, small ones or AAA?

  • UchiLT
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    UchiLT polycounter lvl 6
    Zi0 said:
    I'm not a big fan of your websites layout so I will leave this here: https://www.polygon-academy.com/why-your-portfolio-needs-to-be-on-artstation/

    At what kind of studios are you aiming right now, small ones or AAA?

    I also have my stuff on ArtStation https://www.artstation.com/guillelt . But why you don't like that layout? To be honest I don't have any prefference since I just want to start and gain experience.
  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    Not many people on here would like that layout. Your home page should showcase all your projects, and clicking into them should showcase that project in more detail. Your stuff is cool but would look 10x better with a better layout.
  • Nuclear Angel
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    Nuclear Angel polycounter
    I do not like your website right now because I can not get a good overview quickly of your portfolio. I can only see 3 pieces straight of the bat but you have even more than those. If I were a recruiter and I saw your folio I thought you only had one character, one chest and some sculpts, and that is a problem for you. You want the recruiters or potential studios to see all your stuff quickly. My website ainte perfect but I hope it illustrates the point of showcasing everything quickly. 

    Also the thumbnails are small and I think you should make use of the entire screen to showcase your stuff. 

    What is it you want to do? Characters or props? 
  • UchiLT
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    UchiLT polycounter lvl 6
    Not many people on here would like that layout. Your home page should showcase all your projects, and clicking into them should showcase that project in more detail. Your stuff is cool but would look 10x better with a better layout.
    I see... I thought organizing my stuff by "types" was better idea, but I get the point it's better to show all my things at first glance. Thanks for your comment!

    I do not like your website right now because I can not get a good overview quickly of your portfolio. I can only see 3 pieces straight of the bat but you have even more than those. If I were a recruiter and I saw your folio I thought you only had one character, one chest and some sculpts, and that is a problem for you. You want the recruiters or potential studios to see all your stuff quickly. My website ainte perfect but I hope it illustrates the point of showcasing everything quickly. 

    Also the thumbnails are small and I think you should make use of the entire screen to showcase your stuff. 

    What is it you want to do? Characters or props? 
    Same as above, I really thought that organizing my pieces by categories was ok. Didn't expect people to think I just have 1 piece of each. So yeah I get the point. I like both characters and props, if I could choose I'd pick characters, but props are sometimes a really important part of a character. Also because I'm trying to get my first job I expect doing props before I am trusted enough to make a whole character for a studio. Btw your Narcissism Priest is awesome!
    Thank you for your answer!
  • robzxy94
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    robzxy94 polycounter lvl 6
    on your last character the survivor the low poly is not working because you wanted everything to be quads and in doing so you lost the silhouette of the clothes.  
    Here is a good example on game topology . 

    https://www.artstation.com/nimlot
  • musashidan
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    musashidan high dynamic range
    I agree with @robzxy94. All your characters seem to be too high a vert count for what they are. The all quad wireframes show that you haven't mastered game character topology. Using and understanding triangles for silhouette and optimisation is very important for game characters.

    Also, I agree with everyone one else, drop the website and just use Artstation.
  • UchiLT
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    UchiLT polycounter lvl 6
    robzxy94 said:
    on your last character the survivor the low poly is not working because you wanted everything to be quads and in doing so you lost the silhouette of the clothes.  
    Here is a good example on game topology . 

    https://www.artstation.com/nimlot
    Thanks for the critique and image comparison. I'll keep these things in mind for next pieces!

    I agree with @robzxy94. All your characters seem to be too high a vert count for what they are. The all quad wireframes show that you haven't mastered game character topology. Using and understanding triangles for silhouette and optimisation is very important for game characters.

    Also, I agree with everyone one else, drop the website and just use Artstation.
    Hmm I see. I'll improve on optimization and try to keep the silhouettes. Okay, so everybody says the same about ArtStation, it must be true! Thanks for your comment
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