Hi guys,
Looking for some critiques before I shoot my portfolio out next week, I'm looking to work anywhere in Australia as I'm very keen to relocate to persue my passion.
www.timmcleod.net
My only real question in regards to applying at companies, is whether or not to apply for the position of "Junior environment artist" or just plain "Environment artist".
This is my first portfolio so let me know if I've missed the mark. The resume links are down while I'm updating it.
Thanks as always everyone.
Replies
I'm just not sure when I contact companies that don't display any hiring opportunities (hence I have no title to work off), whether to put in my cover letter that I'm applying for the position of junior or not - if that makes sense.
Also, don't apply for "Junior" positions unless it's in direct reply to an advert that's advertising as a "Junior" position. No need to put yourself down.
Keep these points in mind for next time,
cause it is a repeating thing you do,
- Overdoing the presentation with a bright bloom effect
- The way your uv's are placed is nice, but they need more room between them.
- Give stone a bit more color, it does not feel natural but more towards concrete.
Nice work man.
Best of luck landing a job. Might be a lot of competition in Australia though....
Looks like your in a good position to start applying based on what I see.
Would also consider putting a cube-map on your windows so they don't look plastic.
The site's looking good, by the way. I like the clean, no-fuss approach.
If I was to nit-pick;
Don't put the word resume up in zip file. It's another of those small "one extra step" things, you want to keep those to a minimum - a link to the .doc is fine.
For the same screen space as your 4 vertical shots, you could probably put 4 full landscape shots of your objects. It's a little bit "mystery meat" navigation at the moment - I'd much prefer to have a clear idea of what I'm about to click on rather than an ambiguous cropped part of the full image.
By the way, I think you should put up some shots of the high res Locust SMG. If I remember the thread correctly, the high poly looked really solid, I think folk/employers would benefit from seeing it.
http://cg.tutsplus.com/tutorials/autodesk-3d-studio-max/model-a-detailed-high-poly-fire-hydrant-in-3ds-max/
Rens - I'll make those modifications where possible.
Fomori - Thanks, and I'm sure competition is very strong here, but that's what I'm about to find out!
ajr2764 - The borderlands style is achieved simply by ticking outline in marmoset, sometimes it can be a bit dominant in unwanted areas, so if need take a screenshot with and without an outline, and you can mask the outline away.
Mr Bear - the hydrant and the pallet are pretty high, I guess some pieces I just pushed as far as possible to make them look as best as possible for my portfolio (possibly too far?)
Talon - haha no worries. Thanks I'll remove the .zip. I did originally have them horizontal but it meant you had to scroll down, whereas I wanted everything on the screen at first glance. I can put change it again and see how it looks if you're definite about it :P You're also very right that I should add the high poly of my SMG, will do that asap!!
jeremiah_bigley - isn't that what a hydrant looks like? I see your point, but I'd assume tutorial or not, I'd hope by most things on my page they're aware I can model a hydrant without a tutorial.
chrisradsby - Thanks means a lot.
jeffro - Yeah I get you, the thumbnails are supposed to be teasers, it seems I might need to revisit them.
On the fire hydrant, I don't think you should have any problems keeping it in - it's a generic enough prop and an obscure enough tutorial I don't think anyone would really connect the two. It's not like the glut of damaged pillars I see that are clearly from the Eat3d dvd; although I would say that to have a strong environment artist portfolio, you want to get rid of singular props (unless their beyond amazing) and spend time putting together 3-4 great environments that have awesome props in them. When I see single props I think "filler", because that hydrant should be a part of a street scene. That's the exact case with my own portfolio, which I'm working on changing by the end of the year.
Altogether, though, really strong site. Best of luck with the job hunt.
In regards to creating more environments, I completely understand, as from here on that's all I will be creating. Previously, I really just wanted to get my head around being able to create all varieties of props to a solid standard, and not jump the gun as such and create a whole scene of OK props without having the skills to make one decent one, if that makes sense?
I'll adjust the main page to display horizontal images later today and see what people think.
Thanks.
Yeah I think the pallet has had a bit too much love in terms of the micro bevels you have on it, but It's a portfolio piece after all! Would really like to have an insight to your organic workflow for the stone and grass and stuff like that if you have time, Snow.
Rojo - Thanks.
@snow: can't fault your work, but adding something like a high res vehicle would help to show you can do that as well. Also, not all companies advertise for places so apply to all of them.
The LOTR scene is too monochromatic, but that's easy to fix.
Good luck trying to land a job. I'm in Australia, too, and it sucks how hard the industry has been suffering over here.
Slight update, I've made a quick example menu page with horizontal images as per some of your suggestions: http://timmcleod.net/index_landscape.html
As far as my original www.timmcleod.net , I've added a screenshot of my high poly SMG, I've also toned down the SSAO on the building screenshots.
Also added my resume which may need a look at. For some reason the .doc resume keeps trying to be opened as a .zip, anyone know how to fix this?
Sometimes you'll be contacted for 2+ years experience job offers even when you dont have those years. And in that case it can be a fit.
You definitely have the level for a junior artist.
That being said, maybe the LOTR scene is the weakest of all, where individually the assets look good, but the map itself feels rushed.