Hey guys, I'm still in university and about to enter my final year so it's time to figure out my folio and modelling presentation.
Could you please give me any and all crit on this?
I have 4 characters in total that I need to get onto my portfolio and I am trying to figure out how best to present them, also If you don't like anything on my portfolio please let me know
Replies
Basically I need images like I have now, polycount, wireframe and my details?
I am dubious about putting the texture flats on my portfolio as I was the modeller and my friend was the texture artist, so is it better to not put it on or to put it on and include his name?
I'll take the background off now, and play with gradients instead
I'd wouldn't show the texture shots but you need to make it clear that the texturing was done by someone else on the presentation sheet, and perhaps get around to doing a piece with your own texturing.
I'd look around other's portfolio sites to get a good idea about what they are doing, preferably the employed ones. I don't always follow this advice which I should do but it's good to have a couple of presentation sheets, including the wireframe without a texture, perhaps a shot with just the normals or high poly sculpt shot, and include all details about the character such as textures used (diffuse, normal, spec) and their size, and your name and website.
Your website seems confusing at the moment since it says 3D Artist but is all animation work.
I'd definitely give some indication as to where it came from, I know you said it was from Marm, but I mean on the page. The font looks fine, not too involved, not too dull, and it's not Comic Sans.
You wouldn't need it too big, this isn't going to be hung on a wall or anything, people are going to go to your site, where they're able to read font and THIS size. Just like the background, the font size takes away from the piece presented. I found myself looking back and forth.
I'm kinda curious why you have animation but your saying modeller, a bit confusing, I'm not sure what you want to do, maybe you like both? Dunno.
Oniram had a good point, I read it after I visited your site and right away I was trying to find a link to some pictures. To be honest, I didn't look at the animations, I was kinda put off that there was no awesome eye candy, like the monkey at least.
Also I was thinking I would pose the two character who are stood like this just so that it's nicer to look at, or would people not really mind?
Ok I shall pose all four characters into moer interesting poses, I'm sure everyone is sick of default poses and no life in a character :P I think I know what you mean about being too close to the edges so I shall play with the overall compisition too, trying to figure a basic template for the rest of the year as I fill my portfolio up.
Maybe something like this for the second sheet? Or would one big square sheet per character be better?
This for example. http://fc06.deviantart.net/fs42/f/2009/124/6/2/recon_elite_hi_res_model_by_slipgatecentral.jpg
I think one major issue is that I don't get the feeling that you are specialized. You have regular 3d-art, character stuff and a show-reel with animations. You need to focus on one thing right now and get that skill up to a professional level.
Post more on these forums, get crits, learn from others and compare yourself to others in the same situation as you ie students looking for a job.
It's also good to note that grades in this industry means nothing, your portfolio does all the talking. When you study, you shouldn't aim for a high grade in the course, you should aim higher than that, you should aim for the skills needed for you to land a job, because that's what school is all about. You are provided with everything, even time. 2-3 years for you to get to a pro-level. The rest is up to you.
It's a very harsh industry and getting into that mindset early is a good thing , don't waste your time, you'll regret it. Look at some other portfolios and start making a plan for yourself, what skills you need to learn and what "level" you have to be.
Good luck friend ! You can always turn to polycount for questions! We're a helpful bunch of people.
nothing should distract the viewer from your model
I would try to shy away from having any black on your image (or at least large areas of it in shadow)
Getting a character artist job is really really hard, I'd go for props and environment and focus on that. Learn UDK, CryEngine3 SDK stuff as well.
A portfolio is all about showing the person that you fit within that company. Be sure you know which your aiming for.
As for placement, you could always change the image size. Possibly even the dimensionsm 1800x900 is pretty wide, thats a 2:1 ratio, when most common widescreens are 16:10 or :9. Things just fit better that way, that's why it's become universal. I like 1920x1080, it's common as a ratio and most people who look at your stuff will have that resolution. Wouldn't be impressive to just fill the screen up with your amazing stuff!?
Thanks to everyone for all the tips, it's really helping me to get this built.
Ok no worries, I will turn try and keep them off now. It's a bit of an annoying habit
What do you guys think to these layouts? Am I missing anything or is it too cluttered?
Give them some life. The Monkey could be standing on his head or something. Yog could be reading his axe for battle. Grizle could be pointing, or messing with his gadgets..
One more point...
I think you should render the ao bake/wireframe in fullbright. Having real time shading on it hides the AO bake and makes it harder to read and 'dirty' imo.
Knowing how to texture is pretty much a necessity if you're designing characters. Fortunately polycount has loads and loads of free info around to get you started.
Thanks dude, I'm planning on getting all four put onto CAT rigs during the year so that I can have basic aniamtion son them in my showreel plus that will make it far easier to get much more interesting poses so I will definitely do that.
I'll also take them into maya or something now and replace the Realtime renders for flat shadowless ones on the AO/Normal model.