It's been a year, time for round TWO !
www.scott-neill.net
Looking for feedback on pretty much anything you guys can come up with. Currently looking to break into the industry so please be constructive : )
I HAVEN'T CHANGE THE HEADER GRAPHIC YET - i will be removing the "demo reel" tab as i will not be making one
Replies
Compared to your awesome lambo, they are nowhere near the same level..
I am also building a folio of my own to break in so I know what you are going through now.. Keep it up, man!!!
The job market is getting very specialized. You need to focus your portfolio on a particular facet - do you want to be an environment modeler? a vehicle modeler? a prop modeler? If you want to do environments make an entire scene. Model it, texture it, make the shaders, light it, sprinkle in some effects, get it into UDK. Show some hard surface as well as Zbrush sculpts. If you want to do vehicles you need to show a lot more examples, and more variety. Same thing with props, pick more challenging things to model to show off your skills.
@Paul Pepera - what do you mean by more modeling examples? more shots/breakdowns of that piece or just more complex projects in general? and i hear you on the colour scheme lol, i was trying to stay away from the oh so common dark shades but i think i might have to rethink it.
About the demo reel, i was thinking that but i also always hear people looking for one... hopefully i get more feedback from others
and i have started a new vehicle today : ) i find i can get them done faster then a common prop because i spend too much time figuring out what to model when a vehicle all i need is some blueprints and im good to go. (but being a "vehicle modeller" is that being too specialized? wouldn't it still be good to produce other types of models?
How do you guys feel about the program logo's at the top of each project to represent what programs were used in the making of each project?
known problems so far:
-demo reel tab needs to be removed
-site layout is proper in Firefox, but stacks wrong in Internet Explorer
One thing you might want to consider is a model created from a concept sketch - many game companies rely heavily upon modellers being able to turn sketches into assets.
You should also look into separating the portfolio, using thumbnails on the main page to link to individual pages for each project. This will also give you a chance to put a brief description for each model, highlighting special features or problems you overcame. (I know - that's boring writing stuff and artists like to focus on... well... ART, but many companies appreciate strong communication skills.) The current portfolio page seems a bit cluttered.
tile texture doesn't look very convincing to me. normal map details are so rough that it feels like plaster and dirt on spec/diffuse seems like it was taken from a concrete wall.
Perfect, so smooth out the normal map a bit and rework the dirt on spec/diffuse gotcha
I took his advice for sure, I replaced half of my portfolio's content. But im not convinced myself that I want to be a "vehicle modeller" I also really enjoy modeling props like the Glock and im currently working on a Left 4 Dead safe room door. Inspired by wi_2's thread, I will be adding in a small portion of a floor on the interior side and some sort of environment on the exterior side, a very small turnaround table type of deal.
So I think I will keep my portfolio balanced between vehicle and prop unless that is a terrible idea? And i'll make sure my next project consists of plenty of interesting and beautiful shapes.
thanks everyone, keep em' coming!