Hey Polycount folks,
I've been a long time lurker in the forums, and its about time I ask for a full critique on my portfolio. I've been on active duty with the US Army for the past three years (long story), and most of my spare time was spent unlearning old ways and learning new ways of creating game content. I'm now fresh out of the military and, now that I have
plenty more spare time, I'm able to focus completely on my skillset and finding a job. Before I start on the new, I need some 'do this, not that'.
Rather than upload a batch of images, everything is available to view on my
website, and some workflow posts on my
blog.
Thanks ahead of time.
Replies
One small thing about the website that's not a big problem just something that pops out at me. The banner up top of your name, and how it has an image inside the letters. I think that might be better off as just a solid color.
For some reason anytime I see that now I can't help but think of Matthew Klees.
@ dan!: can you PM me or post specifics?
@ two listen: I have no idea who that is, but google showed some guy with an obsession with his own portrait; is that him?
http://a2.l3-images.myspacecdn.com/images02/117/f6d7d66c5f0b4ac88a69ae24c8e9597e/l.jpg
This doesn't:
This isn't so bad either:
I think you have some budding talent, but you need to develop your eye to know what looks good and what doesn't. These last 2 pictures I linked aren't even in your portfolio, and I think they are better than your entire port put together, especially the sketches, they're very nice.
Also, it seems like you're getting hung up on something looking unique, don't. Portfolio's are more about execution than concept.
@Alberto Rdrgz: The original idea came from a sphinx statue in Spain, it had tits too. But, that said, I'm seeing what is being said about uniqueness versus execution (from comments by achillesian)
At this point, and from looking around at some more portfolios, a few strong models (with 'properness' on all aspects (design, technical execution, etc) seems like the way to go instead of my mindset of 'omg get this all done before (whatever self imposed deadline).'
Speaking of the raptor, does it have a specular texture at all? It appears that it is just using a specular material without any texture map controlling the actual specular highlights which makes it look kind of like salamander skin (or is that the intent? Most people think scales when they think raptor.)
Aaand, speaking of textures, it would be useful if you had a 'summary image' for each textured piece that shows the textures and maybe even the UV layouts.
As an example here, see how she has her diffuse, specular, and normal maps next to the images of the assets: http://www.karinhagstrom.se/p/portfolio.html
Good job putting your website url into a little banner on the bottom of most images, but you missed one of the Hussar images, and it's not present in the concept art. Make sure you get it on all images. You never know when some art director might like an image and save it for later or forward it to someone else, only for them to be unable to find you for lack of contact info.
Also, you might want to try modeling from someone else's concepts, might help you break away from some design mistakes you have in your own work.
But first of i want to say that your sculpting and attention for detail looks quiet good already, same goes for your pencil sketches, you obviously know how to render with a pencil.
Often people "hurt" themselves by modeling their own concepts. After looking through your blog and portfolio i would say it's the same in your case. Right now you simply lack the ability to produce good concepts with good design. So no matter how good your sculpting skills might be or become it will always fall behind other peoples work who worked of an good concept (wich is also closer to the way the industry works).
Now combine that thought with the fact that both your texture work and art fundamentals are still lacking and will need quiet some amount of work.
Wouldn't it be a lot easier and faster improve your modeling/texturing/art fundamentals first?
I think this might be the fastest way for you to get a decent job within the industry.
If you want to be an 2-D/Conceptart guy there is no problem about it, just consider your level of skill and the current industry level and work work work for it.
Hope i haven't been to hard and a bit of help.
@Shiniku: Totally agree.
@Nils: I had thoughts about doing stuff based on other concepts, and the Hussar was a step in that direction. I'm just hesitant, and I really shouldn't be. Focusing efforts in one place should be what I'm doing, so I completely agree. I'm going to be going back to some studies for a bit, taking your and Shiniku's advice. You haven't been too hard at all, more helpful really.