I've just finished school last week (it was a tiny 8 month program) and had my final grad show, but I'd like to get some much needed input before I start bugging too many people about work.
This was my end of the year website (
www.katecraig.ca/3D.html), and while I know it's missing wires for much of the work, it's something I'll be adding as soon as I can get my school computer up and running again with Maya. Hopefully this week.
To make it short and sweet, let me know me if this is a textbook case of 'don't quit your day job' or not. I'd really like to get into environments, but the more I check out Polycount portfolios, the more daunting it becomes, and the more worried I am that I've pigeon holed myself in a stylistic corner.
Help me, Polycount, you're my only hope.
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In terms of your work, I think the dock and the red building are well done and cartoony but detailed. However the white building just feels bland and lacking in detail instead of being stylized but detailed like the others.
The best advice I could give is that you will probably want to create at least 1 environment that is more "photo-real".
As mentioned Telltale's style tends to be a lot like this, I've personally spoken to an Art Director from TTG, and what they want to see in an environment artist's portfolio is this basically. Realism, Stylized, Reference Sheets for Environments, Environments w/Props and w/o Props, Lighted, Textured. At Telltale an Environment Artist does everything in the environment, modeling, texturing, lighting, propping.
Great work though, looking forward to seeing that portfolio!
Vrav, I think you were right the first time with sparse, haha. I'm starting a list of things to work on, and I'll add that on there, for sure, right up there with normal maps that don't blow and more variety. Thank you!