http://cahemdue.net
I redesigned a while back but I think it needs it again.
I find it difficult to contain so many 3d models, 2d work etc along with level design and even movie/sound creation. Any suggestions for organization would be greatly appreciated.
Also I see *most* portfolio websites only show the very best stuff fully textured and all that. None of my models are textured because I don't know how... does that mean I shouldn't show anything 3d.. or what?
I also see a lot of portfolio websites like to use big horizontal thumbnails on their index pages like preview images... who started this trend and why do you think so many people use it?
Thank you for your input...
Replies
I think the horizontal-thumbnail-trend came from the idea of fitting everything on one screen (and how cool the banners on polycount look).
Moved to pimping.
You say that you're a graphic artist, but it's misspelled and it doesn't show anywhere. Even the 3d-artist pieces isn't up to par on what is needed for a job in this industry. You have a section that says game-art but is the art there your work? or have you just designed some levels for a game? There are some differences.
When you create webpages, what languages do you use? html , xhtml/css what programming knowledge do you have etc. I'd do as EarthQuake says, slow down, create some amazing pieces, learn how to texture.
A webdesigner should at least know the basic rules of usability, it doesn't matter if you're a major in something if you haven't got the skills to show it. It's harsh crits but it's true.
Ok I have a few pieces I can detail more but in other threads it seems my works are too blocky and I need to redo a lot of them.
What about all the other models? Should I just slap them into the download section and forget about calling them portfolio pieces?
Also does anyone have any organization tips for my sections, I find it was just easy to list my navigation links in a chart but as a designer it should be functional first and then appealing but I realize it's not appealing at all. I just have trouble figuring how to display so much content.
I wouldn't make too many sections, just a main gallery with you 5-10 best pieces on one page.
You don't have to be super graphic artist/website master, but having this be the greeting page...and first impression maker will kill you. A simple gallery with images...or thumbnails at least readily viewable from the second you reach your website will help.
I would say to make a portfolio like everybody else mentioned with the best of the best.
Work on presentation, and finish some models that are really solid and show you understand the whole process of asset creation. Do not put the fact that you are a student on there, or "college works". This just in turn solidifies the initial reaction "student", which will turn off an employer almost instantaneously when they see the unfinished models and portfolio design.
Being that you are still in college, you have some hardcore descisions you have to make now, especially since you are a senior. Choose a path, and sacrifice everything you can without losing your sanity, and make that path a reality. Right now, it feels like you are trying to leave yourself open for a lot of different possibilities. If you want to go for web design but also go for a career in games, then make two separate URL portfolios. Throwing it all into one big pot leaves an employer saying "this guy doesn't know what he wants to do with his career... no thanks".
Graphic Design sucks. I've been doing it for 5 - 6 years, and it is nothing but logos and fonts and dealing with clients that think they are the artist and you are not. Web Development is better as you can really create some great stuff with some solid creativity and tech knowledge. There's more interaction involved than graphic design where a brand is being displayed, and that initial visual response is all that is left. Now lately there is a shift that if you want to be a graphic designer, you better be able to do web development as well. You use the same tools as a graphic designer to make web pages, so the difference is very little in that regard. That requirement though varies from company to company. Film, there is a limitation on your interaction, and it goes back to that initial visual stimulus. Sometimes, you can get a real jewel that will always strike a chord with the audience, but really, let's be honest, most movies are good for two or three viewings, and that feeling is gone. But, you can still make some really lasting impressions and make great art to boot. Depends on what kind of films your studio works with and what you want to accomplish as an artist. Film is a great avenue to feed your inner artist. Games, the interaction is always there and far more expressive and sustaining than web design and some other digital multimedia. In the end, your decision should be based upon what is going to make you the most happy.
Just some food for thought on what career options you might be looking at based off personal experience and good friendships I've made over the years. I'm not saying I am right here either... just sharing my views for your consideration
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Chris, you are planning to credit the designer of that steampunk gun aren't you? GA is running a steampunk gun comp at the moment, saw that design as a real prototype either on deviantart or google when I was researching, cant remember which.
Nice way to catagorize your work but that template of the website is way too old.
Think of something artistic and put it on the header, back ground and change your tables to something new.
Good luck
Photoshop > File > Automate > Web Gallery.
It looks like you did a File > Save as web page, from excel.
Finish something, anything.
Your portfolio is only as strong as its weakest link.
People who review portfolios ask people to make them simple. Often they can tell if you have what it takes by looking at the thumbnails. The more clicks you put between them and the art the frustrated they will get and the worse impression you'll make. Give them exactly what they want right up front.
This will go into greater detail.
http://boards.polycount.net/showthread.php?t=39516
Id also say at least attempt to texture one of your pieces because it would give your stuff some variation and it also shows you can do something with the model a large chunk of model detail nowadays is in the textures.
You have about 1-3 seconds to capture somebody's interest. Portfolios should be overly simple, preferably a single page, with your most impressive piece front and center.
Everything is equal, font size, the type of font, my eye isn't directed to anywhere specific, i end up looking around for stuff because i don't know where to go.
add some personality.