Hi everyone, I’m looking for some feedback on my portfolio. A few weeks ago I sent out some job applications and received radio silence in response, and one offer of an art test which I failed. At this point I know I need to improve further, but I don’t know “what” I should focus my efforts on. Currently I’m slogging through a (mind numbing) Gnomon Workshop environment modeling tutorial and working on improving my vertex painting skills.
Regarding the art test, I’d like to share my work and get some critique about where exactly I screwed up, but I don’t know what the protocol on sharing art tests online is. I wasn’t required to sign an NDA or anything, but I have not asked permission to share it. Since they did not respond to my request for feedback I don’t want to bother them anymore. Thanks!
You can view my current portfolio here: https://www.artstation.com/breannabeauchamp
Edit: I’ve decided to share my art test. You can access it here: https://drive.google.com/drive/folders/1BsjcHu2e55AatMe_1UQHaoY60wk64ay6?usp=sharing
The folder is exactly what I submitted to the studio, minus the test document.
After thinking about it for some time I’ve made a list of what I think were my main errors. In addition to these things, the whole art test was plagued with every technical issue possible, from regular engine crashes to power outages that corrupted my save file. I would have probably been able to submit my project three days sooner if not for those problems. I don’t think this would have changed anything in the long run though.
-Prioritizing visual realism too much over optimization/clean modeling techniques
-Not snapping models to the grid/having random dimensions for meshes
-Misinterpretation of the term “modularity”
-Bad mesh optimization for a game environment
-Too many meshes with unique UV sets compared to modular pieces
-Overreliance on decals compared to other texturing methods