Since i have to start contacting gamestudios for an internship position i decided to make my first portfolio.
This is what i have atm , still lacks some content but i would like to get some suggestions of what i could maybe add so it would make my portfolio more appealing towards the people i contact.
http://www.leslievdb.com/
All crits are very welcome!
tnx
EDIT : WORKING ON THE SITE IMPLEMENTING SUGGESTIONS SO LAYOUT MIGHT BE WRONG AT SOME TIMES
Replies
That a nice folio you got :thumbup:. I like the layout of it. Got few crits to mention.
You have some links that open directly into the big image while others are initiated in the lower right side. But I guess that because you got lots more content for those items. Also you have a model that I can not click on (alien with long neck bust, bottom row).
Also I am not sure that you need to mention your date of birth in your CV. I find that information is private and the employer does not need to know it.
Aside from that, you are on a good track. Good luck with your internship hunt.
Also, the Proportions of the WW2 character are off. You should lengthen the legs if you want him to be a normal human proportion, or shorten the forearms, if you want him to be stumpy, but still human looking. Either way, the fixes wouldn't be too hard, and it would go a long way to improving that model (maybe a combination of both).
Over all, good work though.
i'll make the site extend downwards to view the content instead of using the little box so you get to see bigger images at once.
i'm also going to add the wireframe shots for the lowpoly ones
barnstable: tnx i'm going to adjust those proportions
Just my 2 cents, but I think some of your strongest pieces are the following, all taken from your sketchbook here:
I added the sega console in there to show off something different then character work.
The works you posted arn't appealing to myself anymore and were mostly made as speedy fun concepts
What i could do is use a thumbnail that goes to a page with speedsculpts and a thumbnail that goes to a page with concepts but i'm not sure what the "rules" are on adding unfinished or speedy concept work on a portfolio.
So i tried something different with the content
link removed
you need to add what Millah posted
http://www.leslievdb.com/
should be working
Teeny tiny images in little frame make baby Jesus cry.
unfortunally i can't test my site on a 1920x1200 resolution (or higher)
but i think the thumbnails should be big enough just to get an idea of what's there when you click it.
i'm going to add some of my speedsculpts on there and i'll probably include some new ones
tnx for the crits guys
http://leslievdb.com/index.php
maybe some suggestions on what to leave out there?
I don't want them to be too prominent on the portfolio since i'm trying to apply for a 3d artist intern position.
I really don't know what gamestudios are looking for when it comes to interns, but i do realize that with both 2d and 3d i'm not that great yet and i still have tons to learn/practice.
You'd have to ask the guys with actual game industry experience, but i seem to remember a few of the guys in hiring positions saying a while back that they seriously value 2d skills from entry level/intern positions. If you show that you're a seriously skilled artist they're more willing to work with you ironing out the technical 3d bits. I'm not sure if that's still the case or widespread, though.
Anyway man your art is way better imo than a lot of the people looking for entry level positions around here, someone had better give you an internship, you deserve it.
I've seen the work you've made over the year,and i must say you are a very active artist.
The 2 normal mapped characters look very good,maybe you can also mention the texture size of them.
Keep up the good work.
On that aspect, ur work has a trait where u work outside-in, as in, u start off a pretty rough block-in and u scult/paint the inside. Jim Murry has a pretty similar style. It goes only so far in a painting, but sculpting organic things this way means u end up trying to push too mush form into an otherwise un-supportive skeleton. U gotta watch your bone structure and rotational axis of your figures so they could actually move and turn freely.
Take ur 2-face for example: can u imagine its arms rotating around the radius? can u see it twisting its hands freely without collapsing the wrists? the biceps nearly insert into the hand... its just not functional. U gotta pay more attention to the bone structure... more inside-out attention. PC-user Tacit Math does it very well if u wonna have a look.
Shotgun: yeah that is great advice. For the 2faced creature i did a painting but it wasn't the intention to eventually make it into a 3d model so i completely understand that having such a design would be very limited in terms of movement .
i'm definitely going to keep that in mind the next time i try to design a character
http://www.leslievdb.com/