1. What projects could be removed? I am considering removing the Sci-fi room because I learned a lot since then and it doesn't reflect my current skill level.
2. What new environment would you like to see? I studied and work in architecture so I'm curious what you would "expect" from someone in that background.
3. I see most professional artists have a very casual photo, and others don't have a photo of themself at all but a reference to their own work. I'm wondering if mine could bee seen as something negative or too corporate/professional looking? Photos of yourself on a resume is a big negative, but it seems to be the opposite case for Artstation.
Replies
I appreciate the feedback, thank you!
Your problem isn't so much the models, but the materials/lighitng/composition of your scenes.
Most models for games and environments (yes those that target realism) all have a "lived-in" and slightly worn look to them. Here is your model (above). Not bad, a good start. It's just a chair right now though. fresh from the factory, never been used. Doesn't have a personality. (How can a chair have a personality? It can....want me to show you?)
See below...these chairs still look mostly new, but they are not perfect. It looks like someone a little more heavy set sat in one at some point and caused a slight scuff or crack to the front of the seat and over time it discolored the wood a bit. It has different levels of worn off stain and discoloring from being handled by oily hands that would cause the discoloration on the top of the neck of the chair and not as much on the legs/seat of the chair. It has history, a story, a soul.
I'd spend some time on Artstation looking for the things you're trying to create and see what the competition is doing Homework. You need to study your opponent or seek to gain the skills they've demonstrated and align towards what are attractive assets to hiring/employing studios. It's rare this industry wants showroom quality assets that look straight up perfect or taken from a sterile showroom. Infuse all your models/materials/environments with a bit more personality, and tell a story with each texture/material/model that you can. It's not just a chair. It's Morpheus and Neo's chair. It's not just a prop....sure it can be; but it could also be a supporting asset that then helps tell the viewer a larger story and in turn makes something memorable.
Most games have a "lived in" look to them or even more so...aged or war torn. If you can't demonstrate that quality/understanding of work in your portfolio; you'll most likely be passed over. Good luck.