hey you guys, its me again back at it, been searching for a job in the industry since dec. been lucky with getting replies of people loving my work, but for the most part keep gettin turned down with those art tests.
right now i am at the stage where i know i need to update my website, and also change the layout, what ddo you guys think?
check it out at
www.ciscojavierart.com
Replies
I'm in a similar spot as you, looking for my first gig, so take my crits as you will. But definitely reduce the number of clicks to get to your art if nothing else.
The first big image on the site is broken by the frame you have it in, so I have to use SCROLLBARS to see it.
On the front page, I'm not sure of the purpose of the text panel. It says 'Thank you', and later, 'Welcome'. That's redundant.
It tells you that the name of the website, which is already in the title bar and in the top left.
The entire text panel is a waste of space, yet there isn't enough room for the image - which is more important?
On the left you have a single column with a single image that is taking up more screen real estate. A sidebar with no content in it? I'd ditch that too.
The autoloading of images is really slow, and they often pop up with scrollbars again.
Thumbnails are too small and need to be in colour - you should be able to see from the thumbnail what it is you are clicking on.
Your resume - NO to a .jpg. Offer a Word format at the very LEAST.
I've said this before, and you still don't wanna change it, and now more people have said the same thing - GET RID of the "Hover over the thumbnail to get a compressed version of the image to show up in the right-hand side, but since it's a compressed version of the high-res version, people get to sit and wait for the damn thing to load".
I don't know what "Polies" are. Are you talking about Polys? Or Triangles?
That robot-blob monster - It is unfinished. If you are telling me that you plugged in 12 textures to get THAT - you lose. You aren't a character artist. The FIRST thing on your page shouldn't be a half-assed attempt at a character. Get rid of it.
The Concrete Games test. The studio went under months ago and the results of your test aren't good enough for a current-gen game studio. Why are you rendering stuff on a black background?
Your images are too godamn big by default. If you insist on having 2,000x1500 pixel renders, offer people the choice to see the higher resolution. Keep your aspect ratio no bigger than 1000x800-ish by default. If your work is killer, it will be killer at any res. If your work is sub-par or mediocre, blowing it up by 200% isn't going to help you any.
You aren't showing a knowledge of current-gen trends with your props and assets for consoles. No, we do NOT use 7 1024x512 unique maps for a cash register prop, a table, or a soda fridge. All of your assets with their ridiculous amounts of map calls are simply showing an assumption of what "next-gen" is, and not an actual understanding of the sort of limitations props and assets are given.
Show a REALLY good Color, Spec, and Normal with reasonable texture sizes for props. You aren't impressing anyone with AO, Glow, or any other fancy buzzword you can throw at your prop unless the FIRST three vital buzzwords are good. Your 1-to-1 aspect ratio of AO maps is relatively absurd as well.
The majority if your portfolio is very stylized. The lighting is as well. You are pigeon-holing yourself into a very singular style.
You want a job as a prop / environment artist? Start by doing every-day random environments and props. Make them look as realistic or as close to real as possible. Your zany lighting and wonky projects have completely limited the studios that will consider you.
Can you do everyday, normal props or environments? Can you recreate reality? That is step one. Do that.
Seconding what other people said, probably, but here it goes. Your work is great and showing it better will make you look even better.
- Get the site out of frames.
- Keep the same navbar/header throughout the whole site, even when you are showing the bigger images.
- Always put your name/website/email address on your images.
- Get rid of the placeholder thumbnail slots in the 2d section.
- Get rid of the slow-loading hover-over-the-thumb navigation
- Do not resize your images in html code. Make the image the exact size you are using it on the page. It makes the images slow to load and also jaggies up the details.
- In your contact page, you do not need to use the phrase "Click on the link to..." Just make it look clickable. Same with "Hover to get preview, click to get full size". In general, if you need to tell people how to navigate your site, you have not designed it simply enough.
Cool work. I loved seeing your work thread on the cantina.
the image they load is too big, and can't see the whole thing at once on screen. unless i scale it down..but that makes it look terrible
What you have is pretty damn good. So don't give up. Of course don't stop working on new projects because everyone can always do better.
Something to keep in mind is that the economy (at least in the US) is in the toilet right now and the whole housing crisis dried up a lot of capital that companies use to make new hires. Weird I know but it effected more then just housing.
Places might not be back to hiring like they would like to so it might take some time to land a gig. Don't give up, I think you have what it takes and I'm sure some place will bite, it will just take some time.
Going into the summer places that are scheduled to ship to meet the holiday demand are often looking for fresh blood about now. So keep the search up!
just like old times
thats all good though
im going to change as soon as i can
as for now i got good news, i just got picked up at Double Helix, from Foundation 9 Entertainment as a 3D Jr Environment Artist.
It is about time, i took everything that everyone here and over the phone has said to me. And will ReDO everything on the website as soon as I can.
As for now, I will be working on moving my butt over there in Irvine, CA begin making space for me in the industry.
Thanks for all the good help peeps.
Ill look ya up then!
I just graduated (less than a week).
[highlight]I'd like feedback on what I need to show in order to have a stronger portfolio.[/highlight] Not looking to improve my old models, just need direction on what to improve on next.
Demo Reel 1: Going to remove the middle 2 models. Keeping the first and last.
[highlight][ame]http://www.youtube.com/watch?v=qyiScsFdNdQ[/ame][/highlight]
also on my website: http://www.aldo3d.com/ReelTemplate.html
Demo Reel 2: This one was made mostly for 'non game art' friends...who are impressed by flashy things. What do you guys think? should I put it on my website or are there too many lens flares?
[highlight][ame]http://www.youtube.com/watch?v=zGTSmuDvl3c[/ame][/highlight]
also on my website for download: http://www.aldojeffrey.com/gameart/AldoFancyReel.rar
**Sorry about the Youtube low quality ones..just not sure how much traffic my site can handle.
[highlight] also, any feedback on my website will be appreciated: [/highlight]
www.aldo3d.com
Honestly, I think your art needs work but that was a really nice way to present your art. I really loved the little scenes you have put together and the way you introduce each model with the 3d text.
I really enjoyed the second one. Heh, I'm impressed with flashy things as well. I think you would be a kick ass FX and/or UI artist (which are both in high demand at the moment).
Oh and one minor thing, and it really doesn't bother me, you do have one of my models in the second video (which is completely fine!). Heh, I'm just pointing it out because you say all artwork and concepts are by you in the closing credits and some people might not dig that if you use their work uncredited.
Good luck!
- BoBo
But just to leave you on a high note, I can tell you worked hard on the presentation of these reels and it shows. Whatever style your models are lacking, comes through in your ideas on editing and post effects. Lots of potential.
My one suggestion is to move the dominance war entry to the front of the first reel, as IMO he is stronger and you really want to showcase your strongest piece first, or so I've always been told.
Josh_Singh: "so-so models" - that made me lol'ed cause it's totally true. A lot of my models were stuff I did like 2 or 3 years ago. I decided to put it in my reel because my family was coming to my portfolio review and I wanted to show all the stuff I had done in the last few years.
I've actually been told by most, if not all my teachers not to make a flashy demo reel because people in the industry don't like flashy stuff and they'll just write you off because they can't see the things they need to (polycount/construction....etc)...so my question is...Is this really true? [highlight]Should my 'real' demo reel just be rotating models? [/highlight]
Everyone else covered everything else.
www.willhawthorne.com
The last time I posted progress on my portfolio, I got quite a few criticisms on developing a splash page. I hadn't actually intended to keep it, but I am taking those suggestions to heart. There will be no splash page on the final version of my site. This page is an example of the structure of the individual portfolio entries.
Do keep in mind that I'm not intending to pimp the content in my portfolio. (I just took a screen grab from a piece that wasn't finished anyway) I'm looking for criticisms and suggestions on the structure of the site, the font use, the color scheme, the layout, etc... It's more of a design pimp than a 3D pimp. Of course, I also realize that the page as it is is rather flat. But then, that's why I'm bringing it here to be torn apart. I got a lot of great suggestions from my last post, which is why I started working on this in the first place.
Delete "your thoughts" NEVER TELL PEOPLE WHAT'S WRONG WITH YOUR PIECE! They'll find enough on their own without you telling them what they might not have noticed otherwise.
It would be nice to have larger "big" pictures, than the one on the left.
- another thing i've learnt from comments bout my own site is that white - and any garish light text is harsher on the eye - and you could possibly say' will hawthorne character/3denvironement/3danimtion artist (whichever you seem to specialise in)
sorry bout the rant, i've just eaten a whole jumbo packet of marshmallows and the sugars making me excited
It´s compact and propably (once it works) functional but certainly not a beauty (the logo was likely the same). Try some typo within images for your name instead of the windows Arial font, a godd resource for free fonts is:
http://www.dafont.com/
because the site doesn´t work for now - I can´t get yet the final picture but my personal taste for portfolios is rather to let the pictures speak meaning that they should be the biggest parts of the portfolio. At least the first page has quite a lot text and just 1/2 of the page shows a picture. If it were me I´d make it bigger and the text less.
Sorry, I didn't realize it was non-functional. In my defense I did read his post, it doesn't specifically mention the site is a template or doesn't work.
I think the layout works, its simple and not overbearing, how you present your pieces that is the important thing and i think the thumbnails will be an easy way to view things. Perhaps consider a larger view that pops up if the main image is clicked. I would bold the titles and put a matching footer to balance the page out more.
Have a portfolio you'd like critiques on? Or simply want to have a place for you to put your portfolio for possible employers to view?
Than this is the thread for you!
No longer will we be keeping individual threads on portfolio pimps in the P&P forum, we'll be slowly migrating them in to this thread.
So please, post your portfolios in this thread only.
Guess it might tho! Lets see
See it here
It's really nice ! Just something a bit weird: We can see your wireframe tf2 gordon freeman in a higher resolution than the beauty render.
- BoBo
I'll touch up the things you mentioned
This is my second post of Polycount... my first being a 'hello' where I just posted a few rendered shots. I see that you're hoping to have all portfolios posted in this thread now, so that's just what I'll do.
You can view all my stuff at http://www.mskinrys.com
As I have only just graduated from school, I realize my stuff isn't amazing yet, but I've worked hard and hope to only get a lot better from here!
All comments/critiques welcome. Thanks!
I like the feel of your website. It seems to fit your personality/drawing style.
On your 2 toons they both seem to have a deformation issue in their armpits. It might be an edge loop issue or when you painted the weights.
On the female i feel like her arms are too short. I realize they are back a little and it might just be me but her elbow seems too high.
Also it would be nice if you posted the wires and your textures along with a poly/tri count.
@Arctura
Very nice work. I think you could push your next gen scene a little more. Seems a little empty.
and for a random question for you Arc...you seem to start a lot of your comments with (( and you use * for emots....thats tall tail signs of an RPer...am i right? or just nuts. (( is used for out of character text if people didn't know. (theres my dork question for the day lol)