Hi! I'm a 3D artist trying to break into the game industry for a year now, and I try to improve my portfolio as much as I can. But I keep worrying that no matter how much I try, it isn't enough. Can you take a look at it and give me some feedback? Do I even have a chance? This is my life goal.
https://www.artstation.com/omerrudnick1
Replies
I think the works themselves look a bit simple and are not there yet. Here you could inspect existing samples (Unity and Unreal both have those), use existing assets as benchmark for your own creations and build scenes combining the two.
Also I would practice translating existing concepts faithfully into 3d. This way you're also pushed in terms of complexity. I think Bi-monthly environment challenge is a good training ground for that.
For a game art portfolio, I would also include some breakdowns to show that the assets are actually fit for real-time.
Good luck!
- download one of their sample scenes, and backwards engineer it
- grab an online scene /w youtube tuts and work through an entire tut start to finish to understand the parts involved, FINISH IT. Dont even think about doing your own thing until you know your tools.
- then grab some reference - avoid massive scale scenes, and overly complex concepts - just make something simple, and small - something that can be accomplished, and wont burn you out b/c it takes forever
- realism is the easiest thing to replicate b/c its right in front of you, and your stylized stuff is lacking atm -
- recreate the image
- after that, then you can broaden your scope and difficulty and adopt a new style if you so choose, and thats when you can start thinking more about your themes, focal point, composition, etc.
- but right now, i'd get back to basics.