I've been applying for work last couple of weeks and didn't get anything. I started to think that my portfolio isn't enough. Would anybody with hiring experience be nice enough to give me some feedback please?) https://www.artstation.com/pokatak
The quality of these works are quite nice, and i would say are getting to a professional level, but there is only two pieces, that from what i can tell are high resolution sculpts with poly paint. You don't need a TON of works, ideally I'd have about 10 things for an entry level portfolio, but everything needs to be finished.
What employers need to see is finished assets for your chosen field. if you are going for games, this means, retopologized, and textured meshes in game. We want to see turn around's, UV views of the textures, and wireframes.
You should also clearly label what we are looking at.
If you are going for characters, that means good topology for deformation, bonus points if you can get it rigged and running in engine. This part is mostly important for smaller studios, which require a wider range of skills from artists. But if you are going for AAA character, you can specialize. But that's one of the hardest roles to shoot for, and your work needs to be above outstanding for that.
You are on a good path, but I'd recommend looking at some professional game artist portfolios so you can get an idea of the range and presentation you need to be competitive.
The quality of these works are quite nice, and i would say are getting to a professional level, but there is only two pieces, that from what i can tell are high resolution sculpts with poly paint. You don't need a TON of works, ideally I'd have about 10 things for an entry level portfolio, but everything needs to be finished.
What employers need to see is finished assets for your chosen field. if you are going for games, this means, retopologized, and textured meshes in game. We want to see turn around's, UV views of the textures, and wireframes.
You should also clearly label what we are looking at.
If you are going for characters, that means good topology for deformation, bonus points if you can get it rigged and running in engine. This part is mostly important for smaller studios, which require a wider range of skills from artists. But if you are going for AAA character, you can specialize. But that's one of the hardest roles to shoot for, and your work needs to be above outstanding for that.
You are on a good path, but I'd recommend looking at some professional game artist portfolios so you can get an idea of the range and presentation you need to be competitive.
Hello! Thank you very much for the feedback and a warm welcome! I was concerned about the quantity of my work so I did my best to concentrate on the quality. I am mostly aiming for prop artist at the time but I try my luck with character job opportunities as well. I also have work experience of 1 year at a studio, there we did Warthunder props and environment but the models there are mostly realistic. I thought it was a hassle to upload all the renders I made for my portfolio, so I uploaded here only the main renders, but on my artstation you can check turntables and wireframes , if you want. Thank you very much for the feedback! I really appreciate your time!
Ah apologies, I didn't realize that there was wireframes within the artstation link. Definitely in much better standing compared to my initial impression.
But definitely, just need to build that quantity. You're well on the right track.
Using Blizzard-style art as inspiration is good, but using them as primary references without understanding the core concepts behind arms and armour is bad; you'll be copying and incorporating their lack of understanding into your own work without realizing it. In the early 2000's basically nobody knew how armour worked outside of niche armoursmithing forums. Only in the past 5 years or so have I started to see artists come around and realize armour has it's own anatomy that requires studying. Each part of armour was designed and made with intention and purpose.
Study primary references of arms & armour, use what you've learned to create stylized pieces, and if someone asks you, "hey, why did you put that piece of metal there?" you'll need a better answer than, "idk, because I thought it looked cool". https://imgur.com/user/Zetheros
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Welcome to Polycount.
The quality of these works are quite nice, and i would say are getting to a professional level, but there is only two pieces, that from what i can tell are high resolution sculpts with poly paint. You don't need a TON of works, ideally I'd have about 10 things for an entry level portfolio, but everything needs to be finished.
What employers need to see is finished assets for your chosen field. if you are going for games, this means, retopologized, and textured meshes in game. We want to see turn around's, UV views of the textures, and wireframes.
You should also clearly label what we are looking at.
If you are going for characters, that means good topology for deformation, bonus points if you can get it rigged and running in engine. This part is mostly important for smaller studios, which require a wider range of skills from artists. But if you are going for AAA character, you can specialize. But that's one of the hardest roles to shoot for, and your work needs to be above outstanding for that.
You are on a good path, but I'd recommend looking at some professional game artist portfolios so you can get an idea of the range and presentation you need to be competitive.
But definitely, just need to build that quantity. You're well on the right track.
Study primary references of arms & armour, use what you've learned to create stylized pieces, and if someone asks you, "hey, why did you put that piece of metal there?" you'll need a better answer than, "idk, because I thought it looked cool".
https://imgur.com/user/Zetheros