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Some Portfolio to review guys

Hey guys,
I´m planning to apply for a position in the game industry (3D Artist, Prop Modeller, Enviroment Design, Concept Art). Actually I´m currently studying Industrial Design. But I want to approach an internship in the game industry (I already completed a 6 month internship in Industrial Design). I created a seperate portfolio for this purpose. Cause my university does not offer this type of art and design I have to learn everything through tutorials and also lacking some kind of feedback from this direction. 

Hopefully you can give me some kind of feedback or overall impression of my portfolio and say if it´s even worth spending time to apply for me or the general bar is currently to high.




Replies

  • slosh
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    slosh hero character
    I'm not going to go too in depth since I'm not an env artist but your work looks pretty solid.  I would say you should definitely apply for internship/jr level positions.  The one thing I am missing is seeing more breakdowns of your work.  As entry level, you should show off some wireframes and possibly textures as well.  I think people will want to see how efficiently you are working.  
  • Meloncov
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    Meloncov greentooth
    If you were going for a vehicle artist position, I'd say it's a very strong portfolio for a student.

    If you were going for a prop artist position, I think it shows a ton of potential, but I'd be concerned that everything you're showing is hard surface. I'd want to see you have the skills to make, say, a tent or a duffel bag or a rock.

    If you were going for an environment art position, it's a bit weak. You only have one environment, and it's a lot less successful than your vehicles. The various secondary assets don't feel nearly as well thought out, everything seems to have the same even level of grunge instead of realistic wear patterns, and the flat lighting isn't doing it any favors.
  • tynew
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    tynew polycounter lvl 9
    Are you sure you want to get into the production side of game art? You already seem well skilled in design work, you could become a 3D designer/concept artist. Designing Sci-Fi vehicles, weapons, space ships and props etc. Not just for games, but you could do it for movies/TV as well. Making art that's already been designed by someone else is much less rewarding creatively. 
  • EvgenyBerlin
    Thank you for all your feedback,
    Meloncov said:
    If you were going for a vehicle artist position, I'd say it's a very strong portfolio for a student.

    If you were going for a prop artist position, I think it shows a ton of potential, but I'd be concerned that everything you're showing is hard surface. I'd want to see you have the skills to make, say, a tent or a duffel bag or a rock.

    If you were going for an environment art position, it's a bit weak. You only have one environment, and it's a lot less successful than your vehicles. The various secondary assets don't feel nearly as well thought out, everything seems to have the same even level of grunge instead of realistic wear patterns, and the flat lighting isn't doing it any favors.
    I think I will take out the enviroment itself and only show the truck renders and design breakdowns. In my next project I will actually create some organic surface stuff.

    tynew said:
    Are you sure you want to get into the production side of game art? You already seem well skilled in design work, you could become a 3D designer/concept artist. Designing Sci-Fi vehicles, weapons, space ships and props etc. Not just for games, but you could do it for movies/TV as well. Making art that's already been designed by someone else is much less rewarding creatively. 

    No I don´t want to get into the production. I´ll try to apply for concept art in all fields. My passion lies in creating the initial ideas and finding the first forms. It´s not so easy to find the right internships for that position cause it´s quite specialised but I will pursue some intensive research.
  • defragger
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    defragger sublime tool
    the Radio Station ist your best work right now. I agree that texture or UV breakdowns should be included.

    the concept helmet lacks a bit of art direction and it looks like there are baking issues.

    Despite the great renderings I think the corvette is one of the weaker portfolio pieces. There is something off putting with the wheel size and the suspension. The ground clearance is crazy. To be fair the black c7 on the right has been lowered but especially with a concept car it's about presentation and not practicality.


    A redesign of a famous and well known design is extremely difficult to do. It's like making a cover song that's actually better than the original.
    I'm sorry to be brutally honest here but the front looks a bit stubby.



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