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Need some reviews, please^^

Krisonrik
polycounter lvl 17
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Krisonrik polycounter lvl 17
I have been learning on my own and trying to get into the industry for a long time. Yet I have still have no luck. I was wonder if any professionals here would be kind enough to give my portfolio a detail crit. Tell me what I need to do to my portfolio to bring it up to the standard. I am not so lucky as a lot of people who has connections, I got none. So I have to struggle more to get to where I want to be. Thanks for your time in advance. My portfolio site is http://www.richardyaoart.com

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  • Justin Meisse
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    Justin Meisse polycounter lvl 19
    Give this guide a read through.

    I got a job with this
    not the greatest content-wise but good enough for a foot in the door.

    Get active in the polycount community, don't get scared off by criticisms and you'll build your skills up and make contacts that will help you get that job!
  • pliang
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    pliang polycounter lvl 17
    Adding on, your portfolio also has too many random objects with no specifics its targeted for and there're a bit blurry too like the environments you have.

    On the website itself, the way you lay out the selections blocks the images directly and I havbe to keep scrolling back and forth to see the nxt pic which got really ANNOYING.

    Read the guide and take this into consideration
  • xysdf
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    xysdf polycounter lvl 17
    hi richard!
    first, page (talking about the images) is a bit a horror to go through. go for a simple solution with the images; ordered in a table so that one can get a quick overview of your work - no one (who can give you work) wants to explore your quality/talent of/for your work in a "go through all the links" way.
    show your focus! i suppose you intend to get a job in the game industry -> then show things like polycount/texture sized/textures/... show that you are able to get a normalmap out of your highpoly models onto a optimized lowpoly mesh. right now you just showed me that you are used to 3d modeling stuff and played around with it.

    you have a good eye which can translate stuff (2d/3d) but that will not bother any company - show them that you have a passion for your work and that you are motivated to reach the best you can for every stuff you make. your 2d drawings are good but gave me the feel that you just drew them for quantity reasons > a bit more love & final touches will impress the right way.

    ...just saw that justin_meisse allready nailed it down with the links... trust the words writen there and you will get what you want!
  • Keg
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    Keg polycounter lvl 18
    there's also a game career guide out by game developer magazine which has some useful tips.
  • Ruz
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    Ruz polycount lvl 666
    I would say altough you show a bit of promise, you are far from being profesional enough to be a a proper games artist. i would say in a few years time you will probably make it , but you have to keep going ofr a few years yet to reach that high standard.
    My honest advice is just to keep practising.
  • Krisonrik
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    Krisonrik polycounter lvl 17
    Thank you all for great advices. This is the 3rd version that I created (website). Went through a lot of different designs. Trying to show the variety of my work and abilities. I used to use pure HTML, yet my lack of scripting knowledge made updating my site a time in hell. That's why I chose this flash design with everything on one page. Easy to update and maintain. I guess it wasn't the one that the industry one then. I will keep trying to make it more viewable. Thanks everyone.
  • Ghostscape
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    Ghostscape polycounter lvl 13
    Your website is confusing as fuck to use. A simple page with a bunch of thumbnails all you need. The current method with hovering over the images to get a list of images is awkward and doesn't look that good.

    Focus on making an easy to update website with a minimal amount of interface. You want your work to shine through, not be obfuscated by code.
  • Jeremy Lindstrom
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    Jeremy Lindstrom polycounter lvl 18
    It's also asking me to install a japanese language pack.. although I don't see any on your page.
  • Krisonrik
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    Krisonrik polycounter lvl 17
    [ QUOTE ]
    It's also asking me to install a japanese language pack.. although I don't see any on your page.

    [/ QUOTE ]
    Damn... it does? That's a first to me. Anybody else got that error? Anyways, it seems I failed at creating the interface again. I guess maybe the best way is to create a new index just for simple navigation with html only and images and texts. Thanks for all your feedbacks. LOL so much work to do ... arrrrrrr. ; ;
  • Cubik
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    Cubik polycounter lvl 18
    The worst portfolio design I have ever seen.
    Do a simple thumbnail list instead. No flash bullshit.
    Focus on six pieces; it's much easier to get a job as a prop artist since everybody seems to fight for the valued character position.
    Spend all your free time polishing the models, textures and shaders.
    Post progress on polycount.
    See you at work in 2 years.
  • Jeremy Lindstrom
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    Jeremy Lindstrom polycounter lvl 18
    it asks for the japenese install on IE, on several machines, it loads right up in firefox though.
  • Krisonrik
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    Krisonrik polycounter lvl 17
    Lol I guess my layout must be really hated by all. Bye flash ~
    HTML it is then. Any suggestions on the portfolio in particular? Which piece has potential? (or they all suck ; ;?) I'm like a blind bird right now just bump into things. Job hunt is just crazy, seeing how almost every job requirement is a little bit different. I always want to know, how much rigging and animation skill do I need just for a standard modeler? The more I do job hunting, the more confused I get. A of the requirements are just asking for everything. And there never seem to be ever an beginner postion. Everything ask for 5 years and 2 published titles. How can I get my foot in the door? Any advise is welcome.
  • Ruz
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    Ruz polycount lvl 666
    I thnink its one of those things where when you look at professional work and think that your compares well to it, then you will get interviews.
    Just keep plugging away till your brain hurts
  • Krisonrik
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    Krisonrik polycounter lvl 17
    Just wondering, how did all of you pro people get the foot in the door. Was there beginner opportunity showing up or you guys just kick as so much that they don't even care if you had experience or title released at all?
  • Cubik
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    Cubik polycounter lvl 18
    5 years experience is mostly bullshit unless they are looking for someone to fill a senior artist position.
    I would ignore beginner positions unless you feel that it's your only chance. The risk it that you'll be used for mundane (but necessary) task. Then you'll be easily replaceable and won't learn much (from I have heard).

    The easiest way to get in is unfourtunally to know someone on the inside. Ask them now and then when their company is looking for more people and fire off your portfolio as soon as you hear anything.

    I got my job by having a decent, portfolio that was very logically designed (the best design they had seen all year smile.gif ) ie one picture with the textured model, one with meshes with wireframes and normal+spec pictures of the same model and one image with all textures resized on the model resized into the image (80% for the diffuse 50% for the normal and so on).
    I had also focused it on what I thought the company would need, in this case vehicles, guns and simple props.
    I wouldn't go for a character position as your first job unless you know that you can show stuff that are better than anything anyone in the company can do (you can't) since they in many cases will be gunning for the same position.
    One good idea is to have all pictures (textured and lit, wireframe and normal+spec) using the exact same angles. This makes the ADs job much simpler since they can just quickly flick through images and see your textured model, flick, wireframe, flick, texture and back all in the same place and angle in the image. ADs will love it.

    In your case it is simply a case of you not having any work that is good enough for a job. Nothing is modelwise geared towards games, no nicely done textures, no moody lightning not one thing that will stay in my memory after I have closed your site. That is as honest as I can get. Look at current games and do stuff that is better that what you see. All of that work has been done under a often tight schedule so you should be to show an employer that you can make better stuff given the time and at least close to the same quality under a selfimposed deadline. Don't lie about how long something took! That will come back and bite you in the ass very quickly.

    Rambly, but it might be of some use.
  • foreverendering
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    foreverendering polycounter lvl 12
    As some other people have noted, the layout of your site is just funky and it's hard to navigate. The thumbnails that pop up actually sit on top of the image I'm trying to view which gets annoying pretty quickly. I'm having the issue with the language pack wanting to install as well.

    To be honest, I think at the moment none of the images in your 3d gallery are going to help you land a job. My best suggestion to you would be to start fresh with a focused goal in mind. All it really takes is a portfolio with 3 decent models and you can get that first job (worked for me). Focus on quality, not quantity.

    The good news is that although your 3d work is lacking, your 2d work shows some promise so I think if you keep working at it you have the talent to achieve your goal. You also seem to be taking suggestions well so you have the right attitude and willingness to improve. No one here would critique your gallery or website just to be a jerk; it's always with the intent to help you improve so keep that in mind!

    You have a lot of practice ahead of you, but if you start posting your work and heeding the advice you receive on the forum, you'll be on your way soon enough.

    Good luck!
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