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Another portfolio for critique

polycounter lvl 19
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Justin Meisse polycounter lvl 19
With all the portfolio critique posts popping up, I figured I'd jump in as well.

www.artbyjustin.com

By my schedule I have two more months to finish this thing up, my goal is to have a job-hunt ready portfolio by the end of December. What needs to be changed, tweaked or dropped completely. I've been a polycounter long enough, I can handle it.

(fuck, just noticed I need to add Environmental Artist to my image stamp)

Replies

  • Ghostscape
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    Ghostscape polycounter lvl 13
    Don't open with an empty wall that is by far the least interesting part of your portfolio.

    The bell tower thing would be better first piece.

    The wall is nice for showing off your textures but it's lit very darkly and huge. Show the textures first, then show the "demo scene" so people can see how the textures are used, instead of showing the demo scene first.

    Your images are huge - I'm running at 3200x1200, but most people aren't running that high. Aim for designing for a 1280x1024 LCD monitor - keep in mind that just because the art department has high end monitors doesn't mean HR does.

    What sort of position are you looking for? Your textures are of much higher quality than your models, IMO.

    It would be a good idea to add triangle counts and wireframes to your models, and possibly a brief description of what they're for (PS2 game 3rd Person Adventure, Next Gen FPS, etc). You don't have any demonstrations of your ability to work with "nextgen" stuff, no normal mapping or advanced materials.

    I'd love to see what the black and yellow house textures are used for - they look really nice. Although for the Alpha'd textures on the bottom, you have a black background for the diffuse maps - change it to grey, right now it looks pretty much black on black and it's difficult to see the detail.

    You have a painterly style to a lot of your textures that looks very nice.

    I really think the next project you take on should be something aimed for a 360/PS3 style game. Right now everything you have looks like it would be most at home in a 3rd person action/platformer game. You'll want to show that you're versatile and can nail complex materials and higher polycounts.
  • flow3d
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    flow3d polycounter lvl 18
    the layout will probably please most visitors, what with the left frame having thumbnails and the main frame showing stuff in fullres.
    but I don't feel like the models are up to par with todays standards. now sure, todays standards are super high and I myself don't have anything to say about it, but the first image on the site is of a plane with a brick texture, that goes up to a half cylinder roof, and then a plane for the ground.

    but hey, I belive this thread was about the webpage itself, and like I said, I feel like it delivers what it should. and not a bunch of useless crap which seem to populate most artists webpages
    "hey look at me, I can make stuff fade in and out in flash!"

    gg!
    smile.gif
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