Hey guys, I'm in my final year in my university and I'm planning to apply as an artist in a local outsourcing game company that works mainly with current/next-gen assets. Well, I'd just want to break into the industry before I graduated so it would be easier to find a job after graduation. Do you think I'm ready to break in?
Here's my works!
http://boyluya.blogspot.com/
Replies
I think you should pull the shot showing the back anatomy of that guy with the backpack. Anatomy's one of those things people will focus on and judge your entire portfolio down if they see imperfections.
I would second the human character's back muscles being a little distracting though. The stylisation is fine but it doesn't feel like they really make sense. Even just softening the borders of the muscles would help I think.
But yeah, fantastic portfolio for finishing Uni, I would imagine you are leagues ahead of many of your fellows.
Take X-Convict for example: http://www.artemstudios.com/2010/gallery.htm
This guy's work is simply awesome! No other way of putting it. I'm sure he has played around with character design as well, but of course it would be a bad idea for him to put that on his portfolio when his hard surface is that good. Point being, if your specilty is that good, no reason to show other areas.
BTW, I think your work is def. good enough to get a job. If nothing else you could work freelance for a while to get experience there. Good luck man, and dude; for a guy about to graduate in a year... you are way ahead of the curve. Congrats!
I agree about the character though...
i think you should make a more simplified portfolio where thumbnails of your art is the main thing on show, maybe like www.fx81.com
and I'd just drop the character model imo, it's not adding anything, if anything, it's taking away
cool stuff!
the only thing i would suggest is making some modular stuff, simple statics, and create a small enviro so you can display that you have a good understanding of a modular workflow. really really great though dude. maybe even a couple things with foliage in there to show you can do that as well. it's obvious you can do tech hard surface. maybe some natural stuff or mixture of both. again, really nice man.
as far as folio presentation, this works fine for now IMO. worry about making more good content, then worry about getting a site of your own with a domain and creating a web page the way you really want it to look.
good luck dude, you show a lot of serious potential here
Is the character really that bad? Well I just placed it there to show that I'm a bit capable of some character work and you know, everyone wants to make characters. But if it is really that bad, I'll take it away.
Brad: Thanks dude, glad to know you're already ok.
Moosey: I just use max real-time shaders (xoliul and 3point) with 3-light setup and marmoset. In UDK, I looked up how the material was setup for those vehicles and study them, just trying to get logic behind it, then I come up with my own material setup.
You're way ahead of most people a year from graduation, so you should see where your current hard surface stuff gets you and spend some serious time learning character stuff if it's something you really want to do.
As far as the hard surface stuff goes, I'd say the next big step is picking something with complicated surface changes and forms. Your stuff now is good, but most of it is pretty standard shape-wise. Lots of boxy and cylindrical shapes and insets. That's great for learning the technical aspects of hard surface modeling, but switching to something curvy would be the best thing to help you level up. Doesn't have to be a car, but some kind of vehicle, armor, robot, or whatever else that fits the bill would be great to round your hard surface stuff off, I think!
Great work and good luck!
If I had to critique I'd say that some of your material definition could be improved, but otherwise it's solid work.
It's not a horrible character or anything, actually if the idea was to make a stylized character I think you did pretty well.
But that's also the main reason why it needs to go. It doesn't add anything to your portolio, skillwise it even looks like one of the weaker pieces even.
Have the folio focus on what you're good at, and that is guns and hardsurface stuff, which imo, are all very well executed. I think you'll kick that door wide open
This is some very good harf-surface modeling job. I'd say you have enough to get yourself a position at almost any game studio.
Good luck with the job hunt.