Hey Polycount!
Hoping to start applying for junior environment artist positions in AAA this spring (already applied for one but never heard back, unfortunately) and I was wondering if I could get some feedback on my portfolio:
https://www.artstation.com/allysoncikorThere isn't much there yet that has a 'wow' factor to it and I have some new projects in the works but any feedback I could get on what's there would be helpful. Also, overall does my portfolio even look up to the level of a junior environment artist or am I still well below the bar?
Thanks!
Replies
The cabin is pretty good, but there are a few places that could be improved. The first thing I noticed is that the floor looks very flat. It should have some variation to break repetition and give a bit of height variation to the wood planks. The composition and lighting looks decent to me.
All the other projects are lacking decent renders. IMO the sketchfab viewer should be used as a support for the model, and be put in the last place. You should have beauty shots rendered in Unreal, Marmoset or something similar, showing the wireframe and different textures. After all you want your portfolio to be easy to look at.
Forgotten Cabin & Cabin Props:
I would recommend combining these two, to give Forgotten Cabin more renders. I also agree with lluc21 with adding variation to the wood flooring and shiplap walls. Something quick and dirty is to model a few individual floor boards and scatter them throughout the scene.
I would also bump up the ambient occlusion in this area. As the cloth and mirror looks like it's floating. For the lighter wooden blanks, definitely break it up and add some broken bits to the end. Natural aged damage wouldn't have a clean cut like that. Unless it's left over material, which in that case add some dust or something as it seems to fresh. I would also double check the length of the floorboards. They seem tiny compared to the other props.
Spartan Diorama:
For close up scenes like this it doesn't hurt to model out the individual rocks and blades of grass for the ground. However if you want to stick with the ground texture, throw in a ball texture render in there as well to showcase it. Also include the node graph if this was done in substance designer. After a quick look at stock photo's from Greece, the ground is slightly lighter and it wouldn't hurt to add a shrub or two. With just those two now it currently feels a bit empty. I don't know exactly what to add to it to give it a pop. Possibly expand on the idea and set up a smaller scene with a few more props to illustrate a story.
Old Damaged Vending Machine:
This scene just needs more. More breakdown renders and more props.
Other than that what you have is a really good start! Just needs that extra level of polish and push to get it there!
Thoughts on the updated content?
I personally like looking at older objects, furniture, architecture, etc... for inspiration. Sleek, modern objects and buildings are neat and all, but older articulated designs tend to have a little more character and visual interest on their own. Poke around here to see what I mean:
http://ancientpoint.com/
Finally, you may have already seen this thread, but if not, check it out! It's a good place to see not only the quality, but also the complexity AAA studios are looking for. I think you can get there with 1-2 new portfolio pieces. Good luck!
https://polycount.com/discussion/187512/recently-hired-in-aaa-show-us-your-portfolio/p1