Site looks pretty nice. One suggestion is to put your name and contact info on each image on the site. That way if an art director wants to save it to view later, they'll know who it belongs to.
One minor issue aesthetically with the site. The portfolio and resume tabs seem to be off center, not a huge deal, but it should be and easy fix.
1. Nice site design which fits screen.
2. Nice to see textures and normal maps for a change. A lot of people don't show that.
Weaknesses:
1. Not sure I like the words "Portfolio site of a Environment/Game artist.
Instead I'd have "Portfolio - Environment Artist". The reason is, you seem to be in the middle between EV artist and 3D artist. When really you should specialise in one role. Right now you have 1 environment and 2 3D models. Seems to me you want to be a 3D Modeller more than an ev artist. They can blend together sometimes, I know but if you're declaring yourself as an ev artist then you need to put those props (gun/tank) into an environment.
2. Lack of content. Not enough shows you lack experience and although this probably isn't true, it makes most people think you don't work hard. People who dedicate themselves to the games industry have to work all the time and it is expected that most portfolio's have at least a handful of diferent pieces.
So really, I think it's too early to apply for jobs BUT try anyway cause I know someone who had a couple of scenes, some average concept drawings and some level design layouts and he was snatched up by EA Brightlight.
3. Resume page is bland and wasteful. Same font size and colour makes it hard to read. Well, Resume and Letter of Reco are slightly bigger but not enough. Hell, use an underline on it.
4. Your work...is pretty average. Nothing that makes me go wow. The gun is a bit boxy but I don't know what the real gun looks like so I can't say if that's intentional. The swamp scene is good in that it shows you can use UDK but your screenshots have no focus and the models occupying the scenes are low detailed.
It's a portfolio, sometimes going over the top with poly's just to impress the people viewing it is acceptable as long as you show some examples of optimization elsewhere.
That's all I can think of for now but mainly I don't think your work is industry standard yet and you need more content. Quality before quantity and all that...
P.S. Read this. It's vital everyone who wants to work in the industry read this.
Strong lack of content at the moment, bit of a weird space at the moment. Rather bland design that holds your models, just seem scattered. Seems a bit informal "concept by me", concept produced by myself?
I believe I am going to work more on Environments instead of props now.. at least try to get several strong examples and showcase those instead of single vehicles or weapons by themselves.. perhaps if I include them in a scene maybe it would be ideal.
It's always important to show props, especially as an Environment Artist as the responsibilities of an Environment Artist may be to handle particular modeling tasks. Especially if work is not getting outsourced or the modeling team has their hands full.
What I found to be a benefit in my portfolio reviews, has been showcasing major props used within my environment. I categorize Environments, and Props separately and only show my major props as unique assets. The rest of the assets I just show with the Environment breakdowns.
Your pulse rifle is very boxy. Textures on it don't look too bad though.
I like your environment. It could use work though. I feel the fog is too dense too close to the viewer and it makes reading the rest of the scene somewhat difficult. You can probably stand to up the texture resolution and add some polys because it's a portfolio piece and not for an actual game (and even then it could probably be benefited with actual polys). Your tree foliage is very sparse and either needs to have no leaves or more leaves to fit the type of tree it is.
It's still an excellent start. Touch that up some, and then go bang out two more awesome environments!
Sorry for the ""informal-ness" of my original post, I wanted to get the point across before I went out. Seems like you read it the wrong way, apologies. When I said that the site was basic I didn't mean it should have Flash banners flying in all over the place. I just meant simple design that's effective. Do you have a showreel or a a great high-res image of one of your pieces to put on your homepage to entice the viewers in. Maybe have a big image then small ones at the side that when scrolled over enlarge. Take advantage of the extra space on each page. Like your little avatar that you use on everything. I like your models and the environment. Very accurate Warhammer tank! Is there any lighting used in the tank picture and the gun picture?
Photography is my passion which I've never studied before and just learnt from others. With it being my strongest ability at the moment that's why my website is dedicated to it. There is a small tab along the top for design work but most of its university produced stuff. Currently in 3rd year of university. I know enough to comment, I know that it doesn't seem it.
Hope this helps and clears everything up. Sorry for the snappy advice. Good day!
Replies
One minor issue aesthetically with the site. The portfolio and resume tabs seem to be off center, not a huge deal, but it should be and easy fix.
1. Nice site design which fits screen.
2. Nice to see textures and normal maps for a change. A lot of people don't show that.
Weaknesses:
1. Not sure I like the words "Portfolio site of a Environment/Game artist.
Instead I'd have "Portfolio - Environment Artist". The reason is, you seem to be in the middle between EV artist and 3D artist. When really you should specialise in one role. Right now you have 1 environment and 2 3D models. Seems to me you want to be a 3D Modeller more than an ev artist. They can blend together sometimes, I know but if you're declaring yourself as an ev artist then you need to put those props (gun/tank) into an environment.
2. Lack of content. Not enough shows you lack experience and although this probably isn't true, it makes most people think you don't work hard. People who dedicate themselves to the games industry have to work all the time and it is expected that most portfolio's have at least a handful of diferent pieces.
So really, I think it's too early to apply for jobs BUT try anyway cause I know someone who had a couple of scenes, some average concept drawings and some level design layouts and he was snatched up by EA Brightlight.
3. Resume page is bland and wasteful. Same font size and colour makes it hard to read. Well, Resume and Letter of Reco are slightly bigger but not enough. Hell, use an underline on it.
4. Your work...is pretty average. Nothing that makes me go wow. The gun is a bit boxy but I don't know what the real gun looks like so I can't say if that's intentional. The swamp scene is good in that it shows you can use UDK but your screenshots have no focus and the models occupying the scenes are low detailed.
It's a portfolio, sometimes going over the top with poly's just to impress the people viewing it is acceptable as long as you show some examples of optimization elsewhere.
That's all I can think of for now but mainly I don't think your work is industry standard yet and you need more content. Quality before quantity and all that...
P.S. Read this. It's vital everyone who wants to work in the industry read this.
http://jacobminkoff.com/educational-work/
A few things I always look for when looking at new websites are...
1) Put your email address everywhere. From your banner to everyone of your images make it easy for recruiters to get in contact with you.
2) If I click on your banner it should take us to your main page, IE make it easy for people to look at your stuff.
Lastly and the most important thing, people will not remember you for your best work but for your worst work.
It's always important to show props, especially as an Environment Artist as the responsibilities of an Environment Artist may be to handle particular modeling tasks. Especially if work is not getting outsourced or the modeling team has their hands full.
What I found to be a benefit in my portfolio reviews, has been showcasing major props used within my environment. I categorize Environments, and Props separately and only show my major props as unique assets. The rest of the assets I just show with the Environment breakdowns.
I like your environment. It could use work though. I feel the fog is too dense too close to the viewer and it makes reading the rest of the scene somewhat difficult. You can probably stand to up the texture resolution and add some polys because it's a portfolio piece and not for an actual game (and even then it could probably be benefited with actual polys). Your tree foliage is very sparse and either needs to have no leaves or more leaves to fit the type of tree it is.
It's still an excellent start. Touch that up some, and then go bang out two more awesome environments!
Photography is my passion which I've never studied before and just learnt from others. With it being my strongest ability at the moment that's why my website is dedicated to it. There is a small tab along the top for design work but most of its university produced stuff. Currently in 3rd year of university. I know enough to comment, I know that it doesn't seem it.
Hope this helps and clears everything up. Sorry for the snappy advice. Good day!