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Please Rate Portfolio. This Job Hunt has been brutal and I could use an honest evaluation.

CF2
CF2
polycounter lvl 3
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CF2 polycounter lvl 3
Hello everyone,

I've been modeling for decades, but I have hit a wall trying to bring my work up to AAA quality. Where do I go from here? Well, that depends on where I'm at.
https://charlesf2.artstation.com/


Replies

  • Alemja
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    Alemja hero character
    I think the important thing to ask yourself, what would you like to do? I see you have a lot of props, which is what I assume is what you're aiming for, but you have a human sculpt in there. I would pick a specialization and cut out anything that doesn't align with that.Then ask yourself, what would you like to work on or where you would like to work? This is to give you directions, a bar to hit and a start on searching the portfolios of those people who work on the things you want to work on.

    Once you start having those things defined for yourself
    • What do you enjoy making?
    • Where would you like to work?
    • What quality bar do you need to hit?
    The rest starts becoming easier, it also makes it easier to critique your portfolio. Right now here are my thoughts on your portfolio as it is:
    • Your props are the most developed parts of your portfolio, I would get rid of anything that is too old or doesn't meet that quality bar.
    • Even though your props are the most developed, I would want to see them placed in a scene with context. What are they for? What world do they belong to? Who uses this? Little storytelling and presentation elements that can really elevate your work to the next level.
    • You should get rid of the Chacho's house, or at least upload a proper screenshot. Taking a photo of your screen with your phone feels super amateurish, when there are a billion and one ways to capture a screen or render.
    • The props you have chosen, while done fairly well, don't show a long of challenge or complexity, they feel rather "safe"
    • Some things like the lamp post or the engine make me wish there in a scene, like the lamp post on a simple street corner or the engine being taken out of the car that you have modeled (they seem to be from the same make/model) in a garage
    I hope this is helpful!
  • zetheros
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    zetheros sublime tool
    It may help to pretend you're an art lead viewing your portfolio. From this perspective, you can ask yourself, "What could this person contribute to the project my team and I are working on, how does this person's work compare to the rest of the applicants, and is it cost effective / within our budget to hire this person?"

    There is also a difference between creating and designing. I see a lot of creating, but not a lot of designing in your portfolio. There are many creators, but fewer designers, and even fewer good designers. Become a designer and problem solver, don't just create.

    You're also competing against the thousands who were recently let go in the past two years, many of these from triple A studios, and even they are having difficulty finding work.

    It's hard asking for honest critique, but it's the right path to go, so good luck out there!
  • dpadam450
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    dpadam450 polycounter lvl 12
    Your whole portfolio is just boxes. Square tv, square radio, square phone with square buttons. I'd pick up a copy of Substance Painter on Steam to learn some new texturing workflows. You are missing some edge wear and stuff that now comes free in procedural texturing tools.

    The vehicles you have are nice, but again I think in something like Substance you can add some dirt onto the tires or sides of the vehicles to make them look a bit more dynamic.

    Make a scene. Seems do-able for you to take a small environment and be able to fill it in with props and what not based on the vehicles you did. Whether it be a fantasy outdoor town or a modern shed with tools and what not. Right now you have super basic stuff. You made a phone. It looks ok, but can you model the house interior and make it look nice? You have a couple nice monster trucks and then nothing else that shows me you can execute variety. Take your monster trucks, make an arena scene. Find some concept images on artstation and post them along with your 3D work to show you can take a reasonably complex new weapon/character/prop design and make it into 3D. Monster trucks have lots of reference but sometimes you only get 1 concept image and have to create something 3D with it. You have a phone and a wrench, those props fully textured would probably take anyone (including you) under 1 hr of work to create for both. Way too simple.
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