Hello Polycount -
I recently set up my character art portfolio and am looking for crits. I tried to go with the simplest, albeit a bit boring, layout possible. I haven't applied anywhere yet since I'd like to add another character or two, and I'm not quite sure if my work is going to be competitive enough in this market. Crits and comments on my current work are greatly appreciated!
www.anniebach.com
Also, I am aware that the .doc & pdf links to my resume don't work, I'll be adding them shortly.
Thanks!
Replies
As for your site, it's easy to navigate and functional so I likey. The colors are a bit bland but that's probably just a nitpick. Keep it up though...looking forward to seeing some more work from ya
I also agree that the Satyr is my weakest piece, I was debating including it in my portfolio at all. I'll either pull it out, or at the very least, replace it with my next piece.
cdizzle - good to see I'm not the only bio major turned artist! People think it was an odd choice so I can definitely relate, lol
Thanks again guys I really appreciate getting some objective feedback
Marmoset is pretty good for quick set up of assets that don't need anything too fancy shader wize. Plus you'll find lots of support for it on this forum.
But if you have a read through the marmoset thread you should be fine. Definitely easier than Unreal3 for beginners.
I would suggest to either rework the textures of the first three pieces or leave them out. With rework I mean that you have a nice painting style for the last two pieces. I would stick to this. I could imagine the first creature could be a really awesome piece of work if you put all the details and love into its textures like the gremlin or the dinobeast.
Another option that comes up pretty nice is just to use xoliul'ss shader, it has alot of really nice effects. I usually use either xoliul's or marmoset for looking at models, but it depends on what the specific model looks better in.
http://boards.polycount.net/showthread.php?t=62006
Though i must say im not much of a fan of the website. Simplicity and minimalism is awesome, but when your entire gallery page minus the content is 8 words and a box i think that is too far.
Anyways they say a picture can say a thousand words... so here is a picture with words on it. I hope this helps and that the handwriting is readable . Keep in mind im not a webdesigner.
Also with thumbs, dont just default to a head shot, thats boring. Look for something a bit more intriguing and unique than a face.
You seem to have the technical sides of the workflow pretty much nailed down, so that's a good thing! Dragon beast is the best piece by far.
However I think you really need to push yourself when it comes to asset polish (lets say the last 40% of the pieces), and presentation.
Some of the sculpting feels rushed in places (I can see pinching/seams showing on the faces ...) and also, it seems like you went for a very default 'MayaLambert-ish' setup when it comes to rendering.
The texture work on your dragon shows that you have an understanding of rich colored shading. You should try to get that translated to your diffuse-only characters too (that white furry is shaded very greyish, thats a bit dull), AND, to your high spec pieces aswell.
By that I mean : avoid that black shading thingie. Have a look at some great illustrative painters. Sargent. Leyendecker. Rockwell. Brom. Kenneth Scott!! If you shade to black like that it will always look dull (except! if you have a very strong monochromatic sculpt, presented with cast shadows. In that case it can look great)
You have to prove that you painter's eye is almost as good as the one from the original artist behind the concept. See the watercolor quality of the fat whore concept? Try to get that on your model too, using extra lights, colored baked AO, messing with shader parameters ... painting over your screenshot until you get an idea of waht to aim for ... using different rendering tricks, as long as they are easy to reproduce in a real world engine.
In my opinion this is what will make you stand out.
Also, rig (or just Zbrush transpose) the models - seeing only Tposed stuff is quite a letdown when reviewing a folio.
Hope it doesn't sound too harsh! Best luck for what's up next.
P
maybe see how it looks when you center your website instead of lineing it out to the left?
adding a border around the images to spice it up?
have you agree with everyone here. Great crtiz
Just to add to the polish and presentation, definitely try the marmoset engine. What i hated the most about yoiur portfolio was how you lacked the "final polish". Take your flats for eg. you didnt bother to use the magic wand. Doesnt look professional imho. Again,take some seams i see which shouldnt be there (like the nose). Thats a seam you should not have on a character.
Excellent work overall. Im sure youll find marmoset doing great things for you
Just to add, if you re-work your first creature, you might wanna strive for something like this guy recently posted: http://boards.polycount.net/showthread.php?t=64164
I definitely see what you guys mean about the final polish, it is something I struggle with (I get something most of the way done then I hit a brick wall as to exactly what I need to do to really finish it). I'm going to spend some serious time going back and polishing up my textures and working on overall presentation.
Also thank you for the website suggestions! I threw it all together pretty quickly so it looks pretty sad, lol. I really like your paintover and will probably move in that direction. I was hesitant to go with anything other than simple headshots for the thumbs though, as I'd rather they were identifiable/readable even at the cost of intrigue. I hadn't heard of Xoliul's shader but I'll definitely check it out.
Also be sure to post your next creature up for critique!
P