Greetings!
Well, the thing is that I have been trying to land my first job as a 3D artist. I have only manage to land 1 interview and no other employer has wanted to move forward after I try to reach them. I am starting to believe that It would have to do with my CV and Portfolio so I would like you to tell me your honest opinion.
Artstaton-->
https://www.artstation.com/leltono
Replies
your lighting in the lava scene is pretty flat, lava provides a great light source for moody underlighting and having there be a lot more shadow with smaller highlights of natural light while relying on the lava as more of the ambient/fill to add contrast could help.
the lantern looks good but looking closer I think you just made the procedural material for it? not the model or bakes etc? material work looks decent on it, but lacking major details like peeling flaking rust etc.
MP5 - the overall material is super undefined and overall lacking the high level of detail in both textures and materials most weapons artists who are getting paid work are showing in their work. take a look at these guys and see if you can match their level of quality and attention to detail:
https://www.artstation.com/artwork/lVxPA5 - an mp5 to use as reference
https://www.artstation.com/lennardclaussen
https://www.artstation.com/ramindan
https://www.artstation.com/andresmunar
https://www.artstation.com/bsg
https://www.artstation.com/artwork/DxoeNR - a full weapon tutorial with awesome results , could help
the warhammer mech - looks unfinished, you need to have that thing textured, it is extremely hard to just get a modeling job these days. finish it up, you are already halfway there
hope this isn't discouraging, you just need to put more time into your skill development. I don't see any reason why you wouldnt be able to get a job eventually if you keep at it.
The lantern looks like the same lantern everyone else and their third cousin Ronnie has already done thanks to the very helpful and very accessible Substance Painter Lantern tutorial that came out a year or so ago. I'm guessing you just did the textures, and not the actual 3D asset?
The lava scene is full of free assets from the Unreal store that you just placed and added lighting to.
The mech guy is cool, but bland (no textures, etc.). Looks like you uploaded that a few years ago, and I honestly can't tell if you created that all on your own, or used a tutorial to create it. If you created it on your own, then kudos. Now go texture that son of a sandy beach.
The gun isn't terrible, but it isn't great. The normal detail looks a little overdone, and overall it's a little boring to look at, but I definitely think you're on the right path.
If I were you, I would pick a specialization and devote all of your time to becoming really awesome at it. Like I said, just by looking at your portfolio, I really can't tell what you're trying to be. So pick something, work really hard at becoming super duper good at that thing, and then start kicking ass and chewing bubble gum.
Cheers and good luck!
I have to keep improving, thank you guys for the help!
In the example of 'Environments' you can have interior or exterior buildings, abandon environments or modern futuristic buildings. Small corridor or big open landscape.
Showing the breakdown of your work, the wireframes, the texture sets, the UV's, the materials, the lighting setup etc. And not hiding it, this is what will show the deep understanding of the pipeline.
I would say just keep trying things until you find something that really clicks and then specialize in that, rather than just randomly picking something because you think there are more jobs in that field or it's an easier route. A lot of beginners make this mistake. just make projects that get you excited to create, and chances are a pattern will emerge and you will be able to identify a specialization.