Hi everyone!
It's the first time for me posting in these forums but I've been reading them for quite a while now.
I've spent the last 6 months working on this portfolio :
https://www.artstation.com/deiansmand I would love some honest feedback from you guys!
I'm going to try my luck and see if I can get hired in some video game studio (AAA or not doesn't actually matter to me) and this is the portfolio that I'm going with!
I tried to show that I'm comfortable working with both stylized and more realistic approaches althogh I've heard from multiple places that generally it is better to focus on only one style and then apply to those companies fitting that particular style. Maybe mine was not the best choice but I really had fun doing all the pieces and I would love to work on similar stuff.
Another thing I tried to showcase are some procedural materials (substance designer), procedural generation tools (Blender's geometry nodes system) and also shaders (UE node-based, love working with these). All of the above from my understanding are tech art related things that I think could add value to my work altough I don't really hope to be hired as a Tech Artist without previous experience in the industry.
Generally I think the portfolio is pretty decent but the truth is that I don't know anyone in the industry that could give me some useful feedback and from where I come from (North-Eastern Italy) there aren't really any valid video-game studios.
Thank you very much for your time guys!
Replies
K'n-yan's minion is fun, but lacks the strong foundation of structure and anatomy to really work as a standalone piece. There's also a bit of a style discrepancy between the exaggerated, simplified shapes and the detailed PBR shading. The procedural aspect is cool, but to me that really only shines when you can show how all that setup can be used to then create a lot of variants efficiently. (Something that comes across much better in the river fantasy environment!)
The Med-kit and ax both kinda fall into this uncanny valley between realism and stylized for me. The edge wear on the med-kit is so uniform that it almost feels like an intentional outline effect, but I don't think it was intentional? The geometry also lacks a level of mechanical and construction detail to push it to believable / realistic.
The ax just feels inconsistent. Stylization is often about degrees of simplification and exaggeration. The shapes on the head of the ax are very simplified and exaggerated, but then comparatively muted on the handle. If you look at the concept there are some dents an dings in the chain on the back that should definitely be in a the normal map, if not modeled into the geo/silhouette. Wraps on the handle should have more volume and curves in their silhouette. Stuff like that...
I think you're good to apply with what you have, but I'd remove the minion, med-kit and ax. Fewer pieces yes, but a better overall impression of the quality bar you're able to hit.
If I were, to guess, I'd guess you enjoy stylized work quite a bit more than realism so lean into that!
I hope you like it! (As usual any feedback is greatly appreciated!)
https://deiansm.artstation.com/
I like it overall, but I think you can push it further visually. Since the end result matters/will be judged, not how it was produced, I would prioritise aesthetics over tech. A good way to switch the roles, in my opinion, is to do overpaints now and then as if it was someone else's work (could be shown as thinking/iteration process). At some point, it might be also good to work destructive and make conscious edits by hand.
Based on your latest scene, here are some points that could be improved, imo:
Here is an overpaint:
Much success!