Hey guys I am posting my portfolio site here today to get some feed back on my layout, design and overall feed back on my work. I just recently graduated and would like help to spruce up both my work and my site. My website is
www.mrenvironments.com. looking forward to hearing from the community and taking my work to the next level!
Replies
I like the approach your going with the first environment, but what Jet_Pilot said is spot on. Your second piece has no lights in it. Your third is vastly empty. Also, your color maps have no information on them. To flat. Given, you never want to put a whole lot of lighting information, but your don't have a lot of love in them, and dulls out everything because of that.
Whats_true is right about your maps and such but the lighting is way off. Every light MUST HAVE A VISIBLE source. You have a couple of lights coming from the windows that need to go. Work on messing with the falloff from that main light in the ceiling to fill the entire room.
You can save everyone a lot of time by implementing this
http://www.thejonjones.com//2005/10/your-portfolio-repels-jobs.html
Drop the main page. Take the user DIRECTLY to your art.
NO contact page, it's just more clutter. All contact information should be clearly visible on each page of your portfolio as well as every image of your portfolio.
As for your art, it goes from flash-of-brilliance to "I just got 3d prog!" quality. I'll give a few examples. In the office scene, there's a pretty well modeled robot but the chair is two cylindar primitive arms rest and a box with middle edges moved up. The room itself is about as low poly as it could be while still translating enough detail to get the point across. On the other hand, the smallest prop in the room, radio, is almost high detail and the TV(?) has modeled in buttons.
Inside the temple, the front of columns have four extra horizontal edges for no reason. Speaking of the interior, I don't fully understand, did you model any of this? Since it says model provided by someone else is there any need presenting their wireframe?
Remove the props page entirely. Your normal maps aren't really doing any work. The newspaper box is three boxes the textures are pictures your googled. Why you would destroy the credibility of the office scene and all the hand painted work of the other environments with this I do not understand. Remember, you're only as good as your worst piece. Secondly, the user is most likely to remember your last piece presented as your defining work. Considering that newspaper box is next to last and the very last piece is an unmodified 12 triangle primitive BOX with a picture of wood on it... well you get the idea.
Again, you do have some work that stands out, but if you clear out the poop you can greatly improve your chances.
Everything that has been said is very valid, and honestly, there are very, very few students that graduate from college and don't have a ton of work to do before getting a job in the games industry these days.
My advice is start looking around the forums here and see what other environment artists portfolios look like. Compare your work to there's and really work hard to understand what they did, and why their work looks as good as it does. This will help a ton.
As for critiquing your work, the environments are way too clean. Overly simplified geo, and textures that don't have any sense of history. For example, take a photo of something and look at it really close. You will be surprised at how many different color pixels are in the most clean looking of materials. At this level even the most brand new things look beat to hell. I recommend this tutorial for starters with learning how to texture: http://eat3d.com/texturing
Take these crits and let them inspire you to get better. Good luck man, you have the foundation now you need to really push yourself.
Also, those fonts you're using are godawful (not helped by the overdone bloom thing).