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3D Generalist Portfolio Critique

Hello 

I recently joined and would love some feedback on my portfolio. I’ve been working professionally for about 10 years, mainly in industrial/product visualization, but I’m looking to grow and potentially pivot into stronger creative roles.

Lately I’ve felt like I may have hit a plateau. I’m trying to honestly assess where I stand and whether I can realistically level up within this industry for better opportunities. 

I’m also at a bit of a crossroads thinking long-term about family planning and financial stability, so I want to make sure I’m making smart decisions about whether to continue pushing forward in 3D or consider a shift into something more stable. Before making that call, I’d really value clear, direct feedback on my work and presentation. Thank you. 



Link to my portfolio: RomanNoodles3D | Create Stunning Visuals Today

Replies

  • MrHobo
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    MrHobo greentooth
    In terms of stability both film and games are in a reeeeeaaaally scary place right now and competitiveness is through the roof and then some. If you're in a position of stability right now then it might be worth it to think about focusing on where you'd like to land a few years down the road and take this time to build a portfolio around that. Is there a studio/franchise that comes to your mind when you think about where you want to level up?

    On that note, are you thinking about pursuing games or film work? Right now, looking at your work I'm not 100% certain. Your modeling work is solid, and seems to reflect solid modeling foundations, but the material/texture work feels like its not there yet. I don't really see anything that clicks as being game ready in a modern context, but I also don't see anything that feels film ready either I think. Admittedly, my focus is in games and not films so take that with a grain of salt.
  • Benjammin
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    Benjammin interpolator
    Hello and welcome :)

    Your front page doesn't feel like a portfolio but the pitch for why someone should hire your company to do something. But you're not a company...
    You have a lot of text explaining what the different 3D disciplines are. This is a total waste of space - anyone looking at your portfolio is from one of those industries and doesn't need it explained to them.
    I would ditch that big banner - It takes up a ton of space and means I have to scroll down before I see your work.
    This is the view I have of your page without scrolling. No work to immediately look at and cut-off text at the bottom. In fact, the important text (Home, About, Resume etc) is difficult to see and very small.

    Its not your 'talent gallery' - its your portfolio. Just call it that.
    A 1 minute showreel covering everything isn't ideal. Having individual ones covering your different skills is better IMO. Also, ditch the music. 

    Your arch viz and product rendering are definitely your strongest works, but overall I think you have way too much big text. 

    I click on Product rendering and all I see is a huge text block explaining what I don't need to know, and cut off images at the bottom.


    Overall, I think you need to do more showing, less explaining. Don't make anyone scroll down to actually find your work. 

  • aniceto
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    aniceto polycounter lvl 20
    Your reel looks very clean and well presented. My only critique is that no individual shot or piece stands out as amazing. The design of the shots, the models, the sculpting all looks pretty serviceable but nothing knocks my socks off.

    if you want stable work you're going to be aiming for in-house salaried work rather than freelance contract work. With your reel and the quality level I'd be aiming for smaller boutique studios that do advertising and TV commercials. That work would fit with your generalist reel because a lot of it will require you to take work through the whole pipeline in quick order.
    The plus side to TVC work is that you'd have greater creative input, and could use the experience to bolster your art directing skills if that's the way you want to go. It's also pretty fun IMO

    If you feel like you've hit a plateau, it might be worth thinking about specialising in one core discipline that you're passionate about, then creating a couple portfolio pieces focused on those areas after you've gone really deep into mastering the process. Then you could start looking at entering games or film in that discipline too.

    But yeah the key to stability will be in landing a permanent salaried job, I reckon.
  • Araka

    Hello,

    Everything the others said is spot on—I won’t comment on your creations since I don’t feel qualified to do so. But I did want to talk about the music of your video. I actually jumped when the video started—it kicks in pretty strong. That might be intentional, of course, but you could maybe ease us in by lowering the volume at the beginning or swapping it for something with a gentler intro. Just a thought

  • NoodleLord3D
    MrHobo said:
    In terms of stability both film and games are in a reeeeeaaaally scary place right now and competitiveness is through the roof and then some. If you're in a position of stability right now then it might be worth it to think about focusing on where you'd like to land a few years down the road and take this time to build a portfolio around that. Is there a studio/franchise that comes to your mind when you think about where you want to level up?

    On that note, are you thinking about pursuing games or film work? Right now, looking at your work I'm not 100% certain. Your modeling work is solid, and seems to reflect solid modeling foundations, but the material/texture work feels like its not there yet. I don't really see anything that clicks as being game ready in a modern context, but I also don't see anything that feels film ready either I think. Admittedly, my focus is in games and not films so take that with a grain of salt.
    Thank you for taking the time to review my portfolio. Specializing is something that my managers at my current place have talked about. I want to specialize in 3D Product Rendering, ArchViz, and Stylized Character Art. In terms of where I'm looking to go, I'm looking for a place that similar to where I am at now but with benefits, better pay. I am open to doing things for TV as some else mentioned in the comments. One of the main reasons I'm looking to transition elsewhere is currently I have no health benefits or 401K. I am looking to start a family soon within in the next 1-2 years and these are things I'll need to have in order before then. When you said that you didn't see anything that looks game or film ready what does that mean? Let's say if you were hiring for a position at your company what are you looking for in potential artists? Thank you.
  • NoodleLord3D
    Benjammin said:
    Hello and welcome :)

    Your front page doesn't feel like a portfolio but the pitch for why someone should hire your company to do something. But you're not a company...
    You have a lot of text explaining what the different 3D disciplines are. This is a total waste of space - anyone looking at your portfolio is from one of those industries and doesn't need it explained to them.
    I would ditch that big banner - It takes up a ton of space and means I have to scroll down before I see your work.
    This is the view I have of your page without scrolling. No work to immediately look at and cut-off text at the bottom. In fact, the important text (Home, About, Resume etc) is difficult to see and very small.

    Its not your 'talent gallery' - its your portfolio. Just call it that.
    A 1 minute showreel covering everything isn't ideal. Having individual ones covering your different skills is better IMO. Also, ditch the music. 

    Your arch viz and product rendering are definitely your strongest works, but overall I think you have way too much big text. 

    I click on Product rendering and all I see is a huge text block explaining what I don't need to know, and cut off images at the bottom.


    Overall, I think you need to do more showing, less explaining. Don't make anyone scroll down to actually find your work. 

    Thank you for taking the time to review my website. I can definitely see where you're coming from. These are adjustments I will make and update my site to be more readable and cut to the point. As for my title as a 3D Generalist, should I not have a generalist reel? I watched a few #D Generalist demo reels on YouTube for reference before I started. For the future I had planned to make specialized reels for my strongest skills once I have content to add. Thank you again. 
  • NoodleLord3D
    aniceto said:
    Your reel looks very clean and well presented. My only critique is that no individual shot or piece stands out as amazing. The design of the shots, the models, the sculpting all looks pretty serviceable but nothing knocks my socks off.

    if you want stable work you're going to be aiming for in-house salaried work rather than freelance contract work. With your reel and the quality level I'd be aiming for smaller boutique studios that do advertising and TV commercials. That work would fit with your generalist reel because a lot of it will require you to take work through the whole pipeline in quick order.
    The plus side to TVC work is that you'd have greater creative input, and could use the experience to bolster your art directing skills if that's the way you want to go. It's also pretty fun IMO

    If you feel like you've hit a plateau, it might be worth thinking about specialising in one core discipline that you're passionate about, then creating a couple portfolio pieces focused on those areas after you've gone really deep into mastering the process. Then you could start looking at entering games or film in that discipline too.

    But yeah the key to stability will be in landing a permanent salaried job, I reckon.
    Thank you for taking time out of your day to review my portfolio. I am open to doing TV and advertising as I've heard that those are more stable than doing AAA game studios or movies. At this point I would really want something where I'm not having to hop around from studio to studio every 1 to 2 years. When you said nothing about my work really wowed you, what exactly would you be looking for?  I looked at your artstation and you've done work for games and film ( Great stuff btw ). How do you know when you see a portfolio that say's "This persons got it"? 
  • NoodleLord3D
    Thank you to everyone who took time out of their day to review my work. 
  • CybranM
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    CybranM interpolator
    Im not in the US but the games industry is in a rough place right now globally so stability isnt exactly assured if you want to get into games.
    Your arch viz, product rendering and interactive media look good but your characters are really lacking, its also a super competitive field of 3d work.
    I see you show wireframes which is good but theyre not game-ready which they likely should be if you want to get into games.

    Like Benjammin mentioned you really want images up front and center, when I open a project (which is three clicks away, ideally should only be one) I get a bunch of text and I have to scroll down to see images. Im not a recruiter but I doubt they care about the text and are mostly looking for the end result, IE the pictures, to tell if someone is relevant for the role.

    I know the feeling of wanting to be a generalist but unless you join a small studio youre competing against people who are specialists for the role. Unfortunately medium/large studios dont need generalists
  • NoodleLord3D
    CybranM said:
    Im not in the US but the games industry is in a rough place right now globally so stability isnt exactly assured if you want to get into games.
    Your arch viz, product rendering and interactive media look good but your characters are really lacking, its also a super competitive field of 3d work.
    I see you show wireframes which is good but theyre not game-ready which they likely should be if you want to get into games.

    Like Benjammin mentioned you really want images up front and center, when I open a project (which is three clicks away, ideally should only be one) I get a bunch of text and I have to scroll down to see images. Im not a recruiter but I doubt they care about the text and are mostly looking for the end result, IE the pictures, to tell if someone is relevant for the role.

    I know the feeling of wanting to be a generalist but unless you join a small studio youre competing against people who are specialists for the role. Unfortunately medium/large studios dont need generalists
    Thanks. The comment on my characters. What is lacking about them? For game ready wireframes is it the polycount, edge flow, just asking for what I need to do to improve.
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