Hi everybody, I've been learning 3D modeling for over a year and a half now, hoping to soon find professional work as a junior asset or environment artist. I'm at a point where I've just finished a somewhat lengthy portfolio piece, and before I dive head first into something new, I'd really like to take a step back and assess my skills/shortcomings to see how far I am from being ready for the industry. If anyone from the community has the time to browse through my Artstation and shoot any kind of feedback my way, it would be an enormous help. I'd be very eager to hear what you think works or doesn't work, what's missing, what you'd like to see more of, and just overall feedback for where you think my skill level is at as an artist.
Here's the link to my portfolio:
https://nathaniellam.artstation.com/. I'm also thinking of making a revolver hero asset as my next step.
My sincerest thanks!

Replies
1. First off, you need to find what you're good at. If its environments, show environments. If its props, show props. Finding a niche is vital in this situation since you can't be good at everything. You excel what you're good at. If you're good at props and environments, say you're a prop/environment artist. Your current title '3D artist' is a blanket generalisation that implies you do everything in 3D, which isn't the case.
2. Junior Artist positions are ever increasingly becoming harder to get into since the industry is always expanding and more talent is popping up. You need to stand out from the competition if you want to get hired.
3. Your current amount of work is too over the place. It goes back to my 1st answer there about being 'good at everything' which no one can be. It looks like you enjoy making environments. I say go with that and continue to make environments. Change your title to 3D Environment Artist, and go from there.
4. Current projects I would drop/change from your portfolio:
- SD Various materials, should be removed because it is too generic, tutorial work, too simple
- Fire hydrant and Recycle should be removed since you've showcased it in your environment titled 'Suburban Neighbourhood'
5. I would strongly encourage making big environments in unreal engine. They say the magic number is 4. If you have some solid environments that looks like you've put a lot of effort in them then it'll be a big plus.
Just remember. You are in a field of thousands of other 3d artists doing the exact same thing you're doing, looking for the same jobs you are. If you adjust your attitude to: "I need to stand out", then you'll get a job in no time. There is plenty of opportunity in Canada when it comes to game/film. Be prepared to work abroad eventually though. This type of work will take you to a lot of different places. You could be working in a studio in the UK and then couple years later move to the US to work in another game studio.
If I may follow up with some questions though. In regards to your point about choosing to specialize in environments OR props, are you essentially recommending that my portfolio should either feature one type or the other, and never a combination of both? The reason I ask is because most of the other (hired) junior artists' portfolios I've seen consist of a variety of both environments and props.
Still, I totally understand your point that a portfolio would look much more cohesive if it featured either all environments or all props. That being said, the portfolio piece I'm currently working on will focus on a few detective props (revolver, badge, handcuffs) laid out on a desk. In light of the environments I already have on my portfolio, should I scrap it or not?
Good question. In my opinion, make it an environment instead with those props in it. Doesn't haft to be big, or crazy. Just something small, yet brilliant. Gather some concepts and references and go from there. And try to create a story with those said props.
Again, thanks so much for the feedback. It can sometimes be pretty challenging knowing where to improve when self-learning, an external pair of eyes really does help to reorient me