Good evening Poly counters!
I'm Chris Green currently studying Games Design(final year) at Norwich University and I'll to be graduating soon! I would really appreciate it if you could take a moment to look over my current portfolio, and let me know where you think I stand in my position of gaining a job in the industry as an Environment Artist/Asset Artist. I'm seeing all these fantastic artists getting hired recently and it scares me about whether or not I'll be able to find a position.
I'll be working on my portfolio full time after completion of my course, so please any suggestions to help further the marketability of my portfolio would be appreciated.
Please critique away, what ever you can. I really want to grow as an artist and get to a professional standard
Thank you!
http://www.behance.net/CG3D
Here are a few images to lure you in.....
Humour me if your not feeling lured :poly121:
Replies
Your work is great, really impressive when you first see it. Your hard surface stuff is great but agree with the others, maybe some texture work would be great for them. Even just one of them completed would be great to show your whole workflow.
I also agree with the others about the characters, and I know this is a bummer, I'm in the same situation myself. My uni is making me do characters too, which is taking a lot of my time and it'll be a shame to not see them in my portfolio.
Great job anyway Hope to see you celebrating getting a job soon!
If you want to push for environment artist you should have fully fleshed out completed real time scenes, composed and lit well.
Some unity in your portfolio might go well, for example after graduating you could set a goal to do 2 contrasting scenes, concept them up, level design them, have 'hero' assets in them and make the environments. That should provide enough content.
If you defo want to be an Environment Artist/Asset Artist then yeah ditch the characters or make it really obvious it's just examples of addition skillset and make it a low priority in you portfolio.
Thank you very much for all your feedback to start with.
I agree with you all when it comes to displaying my characters art but this was placed in to show my versatility in modelling, but as mentioned by Ex-Ray I shall make it known that this an additional skill. As for assets, that is something I will try to work on along with my level development in the future as well as re-doing some hard surface work.
A level or two is definately my main focus this year as they seem to be the bread and butter when it comes to show reels, uppposed to models with shaded backgrounds
Computron: I didn't use speed tree, but I guess you were implying that I should have used it that right? The level itself was designed to I could understand the Engine and spacial awareness when creating worlds.
My question to you all, is there anything I'm missing?
thanks once again for the feedback.
Chris
What, really? I thought those were the same foliage parts from the Night/day cycle level that shipped with UDK, they looked very similar. I couldn't find any wireframes or breakdowns of the foliage on your site.
my mistake.\
Keep it simple: final image + maps layout + TriCount written on the wireframe shot.
I would seriously recommend to invest in a real domain name and build a portfolio website of ur own. It doesn't have to be complicated.. you can build a website in dreamweaver or notepad with very simple html & CSS. Theres tutorials everywhere for that, and if ur capable of making 3D art ur more than capable of creating a simple website- and if you don't want to spend the time learning that.. Just host a wordpress and download a simple free portfolio theme. Just have ur name at the top with the art shown large and clear. with a contact / resume button. It will look a hell of a lot better.
Your art is nice. I like it and I think you could land a jr. role with some luck and a lot of applying... but do you want to be a modeler or an animator? If you want to do environment art / asset modeling get rid of all that character stuff and focus on what you want to do. I would bring those hard surface pieces to completion.
However your advice is very much appreciated and I myself am not overly fond of the website but it was the best I could find that allowed me to display more than 5 images. I'm going to try use wordpress a little later to improve on the site.
In answer to your question, I want to be a modeler not an animator so when it comes to designing the new site all the character stuff will be gone. Thank you also for appreciating what is left of my portfolio, i'm still a student of the industry so i'm very aware of what I need to learn in order to be a better artist.
they both have a nice clean layout with no ads.
I'd rather people be upfront with me about my work instead of being reserved with their opinion.
Thanks for the recommendation Blaisoid i'll give them a butchers.
1. Your quality in the assets you present is not where is supposed to be to get a junior artist job. Hard surface look unfinished, not that much sense of detail or form, they look like primitives slapped toghter.
The "enviroment models" section only presents a couple of your typical simple static meshes like rocks walls and so on, still your applying for a enviroment position. Texturing is at least decent.
2. The Unreal engine is the only category that present some interest, you show that you posses the tools of UDK when it comes to designing a level. Looks good.
3. The Concept part and the Character part is really weak, they just drag the portfolio down, they should be cut. You also apply for a enviroment postion, remember.
4. The site is abit hard to navigate, mainly because is channeled trough another site, also has comercial on the right hand of the screen. I should advice to get a simple site layout or template that is good for displaying pictures.
c0ldhands: I'm thick skinned mate and at the end of the day if artists don't think it's great then an employer isn't gonna look twice at it. I'm looking into Wordpress sites at the moment which will display my work in a better form. The hard surface stuff is weak I agree but I will be ipdating it in the future, as for the environment section it's still quite new so i'm just experimenting with diferent types of materials.
Is there anything you could suggest I add to make this a stronger portfolio mate?
No but I used to go to UEA a decade ago - I was just being nosey.
Take a look here for some inspiration, its a list of awesome portfolios:
http://www.polycount.com/forum/showthread.php?t=92838
Also check out "carbonmade.com" its a free portfolio page for the everyday artist.
Example: http://ajdin.carbonmade.com/
http://www.jasonlavoie.net/
c0ldhands has also given you good reference for very successful sites.
Oh and a bit of advice could be that if you used custom normals on your model you wouldn't get so much warping correction in your normal and it would also allow you to remove the polygons under LOD to form a tillable area. Currently if you LOD that you would get massive lighting errors without the supporting polygons.
Your website is really frustrating and overwhelming to browse, I recommend keeping it simple and make your own. I can't even click the images to view higher resolution which really put me off browsing.
POFFINGTON thank you very much for that feedback, it really does mean so much. As for the site, well it's getting nuked when the new one is up. Thats why i'm glad you guys gave me your opinion on the current one as I would have been shot down by a potential employer instead.
Also Jason's site/work is badass! Love that guys work.
Another one i'm really fond of is www.scotthomer.co.uk/ one day i'd like to be at that standard.
As for the website...lets just say i'm glad I got you guys to view it first.
When using custom normals on your low poly you essentially remove these issues of warping meaning your normal will be able to bake as of it was on a flat surface. This makes your normal map and model more flexible in the future and even allows you to remove the normal map completely with no real lighting or wrapping issues.