Looks good to me. Simple and easy to get to images of your work. I think your resume page is short and sweet...but you might want to have link to a full resume.
Seems a little odd that the text moves whenever you resize the window, I prefer the design to stay consistent and presume that most people will view it at full size on a reasonably sized monitor. At the maximum size there's too much space on the left side which doesn't really sit well with me, I think you need to centre it. 'About' is a little brief, surely you have more to say!
The website is clean though and simple to navigate, think you could make the other images (wire/texture maps) smaller though, they take a while to upload
Looks good for the most part, I'll give my opinion, which you should probably take with a pinch of salt as I'm not yet employed in the games industry.
The site itself flows well, easy to navigate and nice big shots of your work. I'd get rid of the links to the construction shots etc and just post them on the main page. Or make up image sheets which already show a construction shot.
The first thing that stands out to me art-wise is the Converse shoe. I'd scrap it from the site, it's so much lower in quality than the other work it just lets the whole lot down a bit.
Helmet looks fantastic, no crits there.
The other stuff is kinda a grey-area for me. The vacuum cleaner, guitar and camera are definitely solid pieces, nicely textured etc but they don't seem relevant in subject matter enough if you see what I mean. When you think about how relevant those props would actually be in a game, they'd be tiny background props.
You've clearly got some hard-surface talent so I guess I just think you'd sell yourself a lot stronger, and make yourself more appealing to a game company if you used those skills to model something we'd all expect to see as a main asset in a game. A gun for example, or a few guns, vehicles, even some techy machinery or similar.
Great work nonetheless and your abilities are clear, I just think you'd do better to have some more 'familiar' stuff in there.
gsokol - thanks man, Yeah I'm going to make a PDF. Resume download file for that page as well...
Gooner442 - hmmmm... yeah I'm for sure no web expert. I just checked out what your talking about with the text moving around... I'll keep it for now as I have it cause this is just a temporary site from what I plan on it looking like. Thanks for your feedback!
creationtwentytwo - Thank you for your comment. The actual reason for the props I have chosen to model, was not intended to necessarily be major props in a game. I picked pieces that were very challenging to modeling as a high poly to low poly objects. I wanted to give a wider spectrum of what kind of modeling I can do and how I handle my self with different things. I do plan on modeling a REALLY cool vehicle that I will have in the works as soon as I finish another piece im working on. And yeah, like I said to Gooner, not really a web guy.. no idea how to fix these things. But in due time I will be getting some help. Thanks for your comment!
ErichWK - yeah I know what ya mean, the plan is to get lightbox working on my site at some point... So I would have my main low poly texture image like I have them right now... but on top of each main image, are 3 other thumbnails of the other images that you can click on and pops open a lightbox window of the larger image.
The work is decent, but the choice of pieces is a bit odd. Being a prop artist is a position that isn't as widespread as environment artists, which handle props and everything else in the environment. The problem is that you only have a couple isolated props, but haven't tackled any environment related stuff.
For example a character artist would probably be making that helmet as part of a character, and it would probably be rare that you would be asked to make a shoe.
I think you should focus more on the environment side of things because there are probably 5 env art positions for every prop artist position. I would recommend tackling larger set pieces and small scenes that are more fitting in an environment artist portfolio. You can still make props, but make them environment related props that fit into a scene and have some purpose.
Replies
The website is clean though and simple to navigate, think you could make the other images (wire/texture maps) smaller though, they take a while to upload
The site itself flows well, easy to navigate and nice big shots of your work. I'd get rid of the links to the construction shots etc and just post them on the main page. Or make up image sheets which already show a construction shot.
The first thing that stands out to me art-wise is the Converse shoe. I'd scrap it from the site, it's so much lower in quality than the other work it just lets the whole lot down a bit.
Helmet looks fantastic, no crits there.
The other stuff is kinda a grey-area for me. The vacuum cleaner, guitar and camera are definitely solid pieces, nicely textured etc but they don't seem relevant in subject matter enough if you see what I mean. When you think about how relevant those props would actually be in a game, they'd be tiny background props.
You've clearly got some hard-surface talent so I guess I just think you'd sell yourself a lot stronger, and make yourself more appealing to a game company if you used those skills to model something we'd all expect to see as a main asset in a game. A gun for example, or a few guns, vehicles, even some techy machinery or similar.
Great work nonetheless and your abilities are clear, I just think you'd do better to have some more 'familiar' stuff in there.
I'm no CSS pro but I think setting your container margin-left/right to : auto; would center it. Assuming you want it centered of course.
Gooner442 - hmmmm... yeah I'm for sure no web expert. I just checked out what your talking about with the text moving around... I'll keep it for now as I have it cause this is just a temporary site from what I plan on it looking like. Thanks for your feedback!
creationtwentytwo - Thank you for your comment. The actual reason for the props I have chosen to model, was not intended to necessarily be major props in a game. I picked pieces that were very challenging to modeling as a high poly to low poly objects. I wanted to give a wider spectrum of what kind of modeling I can do and how I handle my self with different things. I do plan on modeling a REALLY cool vehicle that I will have in the works as soon as I finish another piece im working on. And yeah, like I said to Gooner, not really a web guy.. no idea how to fix these things. But in due time I will be getting some help. Thanks for your comment!
ErichWK - yeah I know what ya mean, the plan is to get lightbox working on my site at some point... So I would have my main low poly texture image like I have them right now... but on top of each main image, are 3 other thumbnails of the other images that you can click on and pops open a lightbox window of the larger image.
The work is decent, but the choice of pieces is a bit odd. Being a prop artist is a position that isn't as widespread as environment artists, which handle props and everything else in the environment. The problem is that you only have a couple isolated props, but haven't tackled any environment related stuff.
For example a character artist would probably be making that helmet as part of a character, and it would probably be rare that you would be asked to make a shoe.
I think you should focus more on the environment side of things because there are probably 5 env art positions for every prop artist position. I would recommend tackling larger set pieces and small scenes that are more fitting in an environment artist portfolio. You can still make props, but make them environment related props that fit into a scene and have some purpose.