I would've thought turntables are the order of the day for modeling but I came across this article where the author says static images are usually enough:
https://polycount.com/discussion/188930/why-i-hate-demo-reelsI'm getting mad render times on some light fog, I'll need to look at how I can dial it down (42 mins for a rough 1024 pixel image!), but I was wondering if maybe just static images with a moving camera might be enough?
What do you guys reckon?
Replies
This. So much.
Especially beinngers should not think that their work will be entertainment for recruiting personal. Just show what they need to know and don't waste people's time and that will make you appear far more professional than any of these pointless videos schools teach you to do.
But of course you can't go wrong with a still.
In video games, its a mix, some recruiters say reel, but expect stills in a video (hence reel)
Outsource companies are okay with stills.
From an art directors perspective, I feel some of them are looking for a presentation that increases the appeal of a model.
Something like the Mohammed Ali posted at the forum thread you linked (or others in the post)
Again your work is only one aspect of the recruitment process, if by making a rendered cinematic you are learning something more in the pipeline and can afford the time spent, I'd say its worth making a cinematic video/reel.
One other aspect to note is that you work does evolve over time, so some artists make a reel updated yearly.
Many artists simply prepare a quick reel when they are looking for work.
Also its silly to assume that a rejection is explicitly because you didn't make a reel/portfolio was not upto quality unless they explicitly tell you
"We found someone who was more a fit for our current needs" could be anything.
So unless its very very obvious that your work is lacking quality/totally out of sync with the requirements listed, I wouldn't chalk it down to your work.
That said a reel may not make that much of a difference in a situation like this.
This one is about textures, but at the end of the day its about the same topic. If I you need 4k to show off why I should hire you, there is probably something wrong. Your characters/props have to convince on regular game distances. And if you fail at that it won't matter how nice your detailed pores/scratches are Basically if your model isn't interesting enough for me to see up close I won't need a large 4k image that needs to be loaded.
An example - here I want to see the close ups and 4k details because from the primary to the tertiary shapes they are all executed to perfection and interesting to see - https://www.artstation.com/artwork/2xwbWe
So render at 4k, downsize it to 2k for your portfolio. You can still show some close ups, but it shouldn't be all 4k images (though I bet my portfolio has the same mistake, but I've not updated in nearly two years and I would do a lot of things differently now XD ).
couple cool examples:
https://www.artstation.com/artwork/W2RqkJ
https://www.artstation.com/artwork/xz14xm