Heya guys!
I wanted to offer up my Portfolio Site to all of you hard-working polycounters to critique and give me some advice.
http://www.copelandworks.com
Long story short, I was laid off from my job as a prop artist almost a year ago, and have been having a hell of a time trying to find work. I'm hoping to continue on the environment track (since that's where I have the most experience), but is there something on my portfolio site that may be interfering with getting me an interview? Is there more of a particular thing that I should be showing?
Thanks in advance guys!
Replies
My crits:
Get rid of everything from the air ship down. The work is either incomplete, older looking, blurry etc.
These are definitely your weaker links, so you're better off without them.
Now your main work above, I click on a link expecting to see break downs, and I am left wondering what exactly it is I am looking at.
The images are small, and don't give me any idea how detailed the scene is, the polycount, or texture resolutions, layouts etc. I can't even tell if this is an in game shot or not, which really leaves me clueless. I'm sure a potential employer will not take the time to dig into your work, and ask you questions so they have a better idea. So... this is the first thing you should fix.
My advice is that you look up some other environment artists that recently got jobs, to see what you're up against. Try to use similar setups, and try to get your work up to that level.
Vik and PopeAdam are two that come to mind off the top of my head.
Looking at your work, I can see you have a lot of potential, and possibly it's just a matter of working on your presentation. Plus you have experience, so that will certainly help you when job hunting. Good luck man! How about starting a WIP thread here on polycount so you can get crits as you go?
Right now, the layout is clean and works, but the actual content is lacking...