Hey everyone.
I have gotten some great info from this site on both past projects and seeing other people grow. We have now come into 2011 and I have been out of school for a year. I have applied for several jobs and havent heard back. I know I need to improve, and I welcome the work that that entails. Luckily I am stubborn and want to do what I love, so I dont plan on giving up. I will keep on practicing until someone finds me a good fit for their studio.
That being said, I am really looking for some help; perhaps maybe even being pointed in the right direction. Where do you see my biggest need for improvement is? I am prepping myself for everywhere because those are the kind of crits I have come to love about this website. Everyone here is blunt, but still much focused. I look forward to reading what everyone may have to say.
Thanks a lot everyone
I guess I should post a link to my website
www.brycehouska.com
Replies
Check out Adam's site, http://www.adambromell.com/
No logo, no formating, any text is plain, and everything anyone would want or need is right there, brief bio, contact info, you could add a resume link.
Other than that to me in general as a beginner portfolio it is looks like a solid one. I've seen ppl getting hired in the industry with much more basic portfolios btw. The fact that u did not have any reply of course depends where and for which position u have submitted it BUT it does not mean that it is only because of your skill level.
I mean, for Blizzard for example it would not be enough but for most of other studio's entry position (prop modeller for example) it is quite a good match imo.
Well, there's always some portion of luck needed, so don't give up
I noticed sometimes u have extra content inside some "asset page" than what thumb actually shows.
For example, thumb shows only shotgun but in fact u have a case for it and another rifle there. I think that first of all a rifle is cooler than shotty so it could be betetr candidate for the thumbnail. Second, I would suggest to show them both in the thumb. Otherwise ppl might just miss it.
Ok, now actual suggestions on the portfolio content (beside mentioned interface-related).
1) The environment is quite good. Big plus are textures as they are neat and (very important) well balanced in tems of brightness and color. Nice, fairly complex and consistent enviro. BUT the lighting kinda lets it a bit down. Basically it is almost as if it was in unlit mode e.g. almost looks like being lit by one skylight.
Since it is an inclosed enviro it is expected to have more lighting contrast and occlusion.
It should not be very dark (cauz u wanna show it off and not hide in the dark;) but some darker ambience would fit better imo. This image by Rasmus (http://www.razkun.com/) might be good ref for that:
http://www.razkun.com/images/tunnels/content_Tunnels_01.jpg
Next, the building modules (sections of walls) which u show would look better in UDK with their shaders instead of max(or maya) simple render which kinda makes them look worse than they really are in the final scene.
Showing some texture sheets would be good as well.
If you show shader trees then u could explain actually why. I mean, is there any additional feature u incorporated there or anything like that?
Otherwise ppl might ask themselves : "did that guy need to do that complex shader tree just for a simple brick wall?" Is it because u have texture blending or additional adjustment masks that affect final result? U could clarify that on those images
2)I would concentrate more on "finished" in-game assets. Those hi-res vehcles r cool, but imo would be better to have one (tank or train engine) but also in low-poly and textured with normal maps etc. U r definitely able to do that and i think that finished "products" show the beginner's competence better than "stages" like only hi-res (unless u do crazy awesome complex hi-res art like GoW).
Also IF you still want to show only hi-res, then wires can be a good addition because hi-res skill invoves a clean mesh
That is why if hi-res is not your main focus showing it as a part of finished assets applies less requirements on it since its just a "stage" of the whole prop (like in the case of guns or crate).
The demoreel is unnecessary there because firsty it is missing your enviro (a best part) and secondly it is almost the slideshow of same images as u have on the website. Demoreel is totally not required for a job if u have good website and images in it, so i would not spend time on that.
Lastly, the CV.
Remove any experience which is unrelated to to CG, 3d, design or games (e.g. sales etc). Pppl in the industry do not care about that and it just adds "noob" touch to it (not to offend u; it is actually a common mistake so no worries;)
Overall, as I said, it still looks good and I guess seen your good enviro modeling/organisation/texturing I think you could develop more stuff in that direction After all there r way more beginenrs out there with props/guns than the ones who have good looking enviros.
But, an off topic question:P Just for curiosity.
I saw u were in Westwood college. Seen your quite solid works did the college became better recently? Cauz it is kinda a joke subject between many ppl and I've seen some awful student works and it kinda gave an impression of a "fake" education (at least for 3d and stuff). Or you just were learnign yourself in the meantime?
Here is a list of things that I have gathered from all of your posts, and I will implement in the next 24/48 hours. Longer in the case of the project re-works.
Website/Layout changes
Remove Logo
Remove Demo Reel and Videos
Add images of both shotgun and machine gun to weapons thumbnail
Make all images just images. (Remove border)
Make changes to resume. (Remove Grad Date/Remove non-related exp)
In regards to the resume, if I am working on a small game project for a non-profit is it worth putting in even if it isnt for money and not completed yet?
Project Changes
Environment Relight with more prominent light source to create higher contrast in the scene.
Weapons Re-work Scratches on Shotgun and work on specular map for both
Crate- Add emissive map and rework specular map
Train/Artillery Complete to low poly game asset
I will make these changes ASAP, and hopefully do my work more justice. I just got a hold of the Marmoset Tool bag, so I will try to set up the models in there and maybe I can come up with better lit scenes.
I made some changes to my website based on everyone’s suggestions. Is there any chance that I am on the right track?
My link again is: www.brycehouska.com
I also learned something very important about the marmoset toolbag. It helps if you click the use specularity button.
I also would like to show some progress on my relighting of the environment. I have a question about the lower wall segments. It almost looks like the light is bleeding threw the wall segment. I cant seem to figure out why it is doing that. Has anyone else had that problem, or could now how to fix it.
If thats the case that might be a problem for people like me who do have small screens, I was thinking to myself "I know I have a small screen but Ive never seen an image that fits inside my screen at full res." You should probably have it not do that, or like everyone said have less of a border so you can take advantage of the screen space as much as you can.
Especially now that I know of lots of art directors have iPads that look at portfolios that way when they are on a lunch break, or out of the office. That is even smaller res than my screen.
I am working on relighting my environment still with the feedback I have gotten from GDC. I think I'm on the right track but would love a fresh set of eyes.
The originals are on my website. www.brycehouska.com and I might as well post them here. So first will be the originals, then the relights. Any crits on the lighting would be welcomed. Thanks in advance.