Hey everyone!,
New member here with his first post
I have been modeling for 2 years, learned it at school and I just finnished my first year specialising in Game Design (with 2 more to go)
In January i will need to get an internship for 6 months and for that I am now preparing my portfolio.
I just wrapped up all making some good renders/images from everything i already made and put it in a nice pdf file.
Been checking this forum out for a few days and the community seems really nice and helpfull so i thought i'd register to get some feedback and help on previous and coming work
Here is my portfolio so far:
http://dl.dropbox.com/u/25834271/Portfolio_Benjamin_Rijsdijk_3D_Artist.pdf
I can not host a website yet myself so this is temporary to show it on here.
Edit: unstable link, won't allways work, will try to fix it asap, sorry
Edit 2: Another link added, hope this one works better:
http://www.fileden.com/files/2011/7/7/3163930//Portfolio_Benjamin_Rijsdijk_3D_Artist.pdf
Any feedback/comments are welcome!
The Lotus 49 shown at the end is part of a new project i started for myself to cover several aspects (and as much possible) to expand my portfolio before i start emailing it to companies.
I will make a WIP thread for that project in 2 or 3 weeks because i am leaving for a 2 week vacation in 2 days so :poly124:
Anyway, check out my work and tell me what you think so far.
Cya around ^^
Replies
This makes me more excited!
I can not host a website yet myself but i will definatly look into it later on.
This was just a temporary thing to show on here, i know good presentation is important.
Thanks!, it's a great course i hope you will like it too, you need to do some more experimenting outside of school and sometimes approach the teachers for something extra if you want to get to this kind of stuff though but you will see
Yea texturing is something I definatly still need to work on and i find it pretty hard to get a good realistic outcome, this is one of the reasons i came to this website though, just to improve ^^
My company blocks DropBox :poly127:, so I can't see your pdf !!
I hope this one is better, else there isn't anything i can do about it now, sorry
Good idea! will make some simple props for my new project as well so i will do that when i start on those in a few weeks
It's because at the school he attends, all the teachers really like the PDF file format for some reason.
i say that in 100% seriousness, and with all due respect to the mentally challenged.
PDF's are good for resumes... not portfolios. I have been in the industry for 10 years now... I have NEVER hired anyone who has submitted their portfolio as a PDF... mostly because no one has ever submitted their portfolio as a PDF.
Roughly 0 in 10 artists (in the game industry) use PDF format for their portfolio...
Is this horse dead yet?
then all the images seemed to make a jigsaw puzzle effect. overlapping one another and just being a giant pain in the ass.
Murdered. ^ SO true.
in regards to your portfolio - yah i agree with the others about the the ugly pdf format uggggghhhh (fine, do one for your teachers if your submission requires it - but you do need to have an alternate portfolio on the web)
The assets that I can see so far are...good, but they all seem just straight diffuse painted assets (correct me if I'm wrong). If you're going to use udk to display your assets, maybe try your hand at some more modern stuff like normal mapping (or maybe the school will cover that in future tasks?)
I know normal mapping and its used on some of the assets but as i said i still didnt get hold of texturing very well and i like to improve it with some help of some of you guys.
Second, GLR doesn't really teach how to make efficient game art. During my time there, no attention was given to modular workflows and polygon efficiency even after I asked for some. They seemed to focus more on very specific things such as 'how to import a model into UDK' instead of the basics. Which (IMO) isn't great seeing as the chance you'll be directly working with UDK later is rather small. So if you wanna get really good at 3D, I'd say stick around on Polycount - these guys are wizards.
On your work, you say that you need help with texturing - but you just as well need to work on your modeling. There are TONS of wasted loops in your models that are 100% unnecessary - for instance the sideskirts of the RC car, the super dense area on top of the Lotus' front hood, and about... 50% of all the loops on the helicopter main body.
About GLR, YES that is one of the main problems i have with the course, they only teach how to do it all but not a single thing is spend on teaching what polycount certain types of models should have and what kind of texture space is assigned to them.
I can make models more efficient, definatly, but if i dont know the estimate of what the max polycount/texturespace is i am completely lost so i just keep on going, thats why i registered here.
I'll definatly get help on the Lotus here because that isn't finnished yet, the rest is just done though, if i can make enough new good models in the coming months i'll probably take the rest out of the portfolio.
as others have said make a quick website with your current work to make a frame for how you want to lay out your site, then concentrate on creating new and improved stuff to go in the portfolio
most of your stuff just needs some tweaking to get it there