Hello, I believe this is my second post on here but I think it's important I get insight from professionals (or people with relevant experience in the industry) on how I could maybe improve my path to getting my foot in the door in the industry, primarily being a 3D artist in game development.
Furthermore just how my portfolio looks? how it's presented, what can I do to improve on? so on...
I'm a junior student in Digital Media Arts, I haven't really been taught anything to a high level from my school so most of my learning is from my partner who is basically my mentor and on top of school i'm doing personal work for my portfolio. Currently, I'm learning and further improving my 3D modeling skills, I've been practicing sculpting in ZBrush and learning forms, alongside human anatomy and sculpting a full human skeleton in my own time (because my school doesn't teach me anything about this stuff, which is really sad but I can't do too much about it except rely on myself.) I've applied to be an 3D Artist intern at a couple of places but I haven't been accepted to anywhere currently, but that doesn't bother me, just means keep improving and building my work and apply again later. The lack of feedback from places denying me just makes me wonder what i'm missing or need work on (I don't have a big portfolio, I understand that) but any feedback would help out a lot because all I want is to improve and be better overall for it.
Thank you in advance, I look forward to any feedback I get.
Portfolio:
https://www.artstation.com/dmpickle
Replies
Besides picking a specialization you need to prune your portfolio from unrelated disciplines. If you're not angling for a position as a 2D artist don't include 2D artwork in it. Anything that doesn't contribute to your portfolio and/or doesn't communicate your competency in the position you're seeking should be out of the spotlight. It's just noise that makes hiring managers look at a different portfolio.
Having few pieces isn't an issue with 3D portfolios. In fact the tendency seems to be fewer, very well polished and presented projects, with wireframes and maps as Ashervisalis said for at least a good chunk of models. I'll add that when creating a portfolio piece you should think in what practical application it would have in the industry you're aiming for. If it's games, and let's say you pick environments, then create models that show it. Create props, rooms, materials, show how your skillset can be applied to a game. Right now your portfolio has a strong storytelling bent and it's not like games aren't a medium to telling stories, but it's done differently. If a work doesn't look like to belongs into a game then it should be removed; place it into a blog, share it on social media, but don't let it be an opportunity for the hiresperson alt tab away. The amount of time they can dedicate for every application is limited, make good use of it.
My suggestion is to practice to get a stronger grasp on seeing a model through start to end, getting comfortable with your processes and tools—because once working you won't have the time to figure them out—and producing strong artworks communicating the job you want.
Once you produce a number of works of the right specialization don't skimp on presentation. You need to:
1 - Ensure the subject of the artwork is clear at a glance.
2 - Keep that glance there!
Read up on lighting for photography, study how other artists are presenting their works and try your best to display yours in a way that sells it. Presentation can make or break a portfolio.
I know going for characters will require a lot more study, along with learning anatomy and proper proportions, etc. which I am currently doing, right now i'm sculpting a full skeleton and then will be using that as a foundation to create organic models. Marvelous Designer will come... Don't own it yet, but one step at time, better to learn sculpting first I suppose. Following up with that, now that I have learned lowpoly modeling finally I do plan on returning to my older glock and making it better (adjusting High poly, making low poly, actual textures, etc.) along with attachments.
I appreciate the feedback a lot, and I will take the advice you've given and improve my current and future work. Thank you for taking the time to respond to my post.