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Portfolio Critique Needed - 3D Environment Art

polycounter lvl 3
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AndrewBen polycounter lvl 3
Hello! I would appreciate anyone to take a glance at my portfolio to see if there are any urgent changes you would make to it. I'm aiming towards realism style 3D Environments for games.


[Link I usually send to job applications] >> https://www.artstation.com/andrewben/albums/10650410

Specific Questions:

  • 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.

  • 4. Would it be wise to combine multiple Artstation submissions into one? I have other props I want to showcase from the Toybox Titans project, but I don't want my portfolio flooded with just that one category. A lot of portfolio guides explain you should only have 5 projects max.




Replies

  • Ashervisalis
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    Ashervisalis grand marshal polycounter
    Nice furniture renders dude :) I can see a bunch of areas where you could improve, but honestly just keep making more art and pushing yourself, you'll end up improving a ton. I'd say remove the Space Marine and the Scifi room. The texturing on the Streets of Amsterdam isn't really up to par, but I'd honestly just move forward with another project. I'd suggest whatever environment you choose, make sure you make a focal point, it'll really help with the art side of things. Your next enviro really depends on what studio you want to end up in. Wanting to work on the next Dark Souls vs CoD is really different. Start keeping ArtStation Collections to collect reference and concepts which will help you make quicker decisions on your next piece.

    Don't put too much time into thinking about your photo on ArtStation lol. Good luck :)
  • AndrewBen
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    AndrewBen polycounter lvl 3
    Ashervisalis said:
    Nice furniture renders dude :) I can see a bunch of areas where you could improve, but honestly just keep making more art and pushing yourself, you'll end up improving a ton. I'd say remove the Space Marine and the Scifi room. The texturing on the Streets of Amsterdam isn't really up to par, but I'd honestly just move forward with another project. I'd suggest whatever environment you choose, make sure you make a focal point, it'll really help with the art side of things. Your next enviro really depends on what studio you want to end up in. Wanting to work on the next Dark Souls vs CoD is really different. Start keeping ArtStation Collections to collect reference and concepts which will help you make quicker decisions on your next piece.

    Don't put too much time into thinking about your photo on ArtStation lol. Good luck :)

    I appreciate the feedback, thank you!
  • pixelpatron
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    pixelpatron polycounter
    TLDR: Your stuff is too clean and lacks a soul. Ideally you want to create art (for games anyway) that doesn't look like it's a render from a corporate catalog. Example:

    Your problem isn't so much the models, but the materials/lighitng/composition of your scenes. 

    Streets of Amsterdam

    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.
  • sacboi
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    sacboi veteran polycounter
    Agreed.

    So far you've attracted top notch critique from industry people. Now as for the other side of the fence, we traditional artists were likewise instilled with similar fundamental knowledge at art school when studying what materials are composed of and how to effectively depict them, whether an easel based dry or wet rendering or tactile sculpture work. In a sense there's no disparity between the two mediums, skill/finesse texturing a piece is as crucial finalising whatever it is you're passionate about publishing so really delve deeper, essentially study what makes a thing look like it does.

    Keep at it! 
  • AndrewBen
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    AndrewBen polycounter lvl 3
    @pixelpatron Thank you. I agree, I need to figure out how to make eye-catching backdrops and lighting for my props like the examples you've shown.
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