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[Portfolio] - 3dcaspar / Caspar Helling, Environment Artist

polycounter lvl 10
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3dcaspar polycounter lvl 10
Hi everybody,

I'm new to this forum, so first of all my name is Caspar and i live in Munich (Bavaria, Germany). I just finished the University (SAE-Institute, BA of interactive animation) and i'm still waiting for the last grades.

My goal now, is to work as an environmental artist in the games industry.
So i set up a portfolio and now i really need critique! ;)
Due to the fact that i have no real experience in the professional games industry i could really need some advice in order to improve my art in the portfolio...
(only experience is: two student projects / one indie game project (www.stillalive-studios.com) as lead artist)

so what do you think of my portfolio?

http://shownd.com/3dcaspar

Thanks a lot in advance!

Replies

  • Korrax
    Too many clicks to see any work in a larger size. The rock props dont look like rocks. Badly damaged wall has way too much AO baked into it.
    I dont like seeing the wireframe overlaying 1/2 the image.
    Show a final render and a Separate full wireframe shot.
    Seeing a lot of stats ontop of final images looks annoying as well. You could show the tri count and everything else on the wireframe shots or in a text description above / below the images on ur site.
  • 3dcaspar
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    3dcaspar polycounter lvl 10
    Ok thanks for the honest words ;)
    The rocks should be smooth sandstone like rocks... but ok. I'll try it better next time (what exactly don't you like? So i can improve next time)
    The "problem" with the AO-map is already in progress ^^ i think you're definitely right.. didn't see it at the first time.

    Hmm, maybe i should change to another free portfolio site... because i don't think another way is possible within shownd.com

    Thank you for the advice!
  • chrisradsby
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    chrisradsby polycounter lvl 15
    You really should look at the other student portfolios around here for environment art and compare yours to theirs. You need to reach the same level that is presented here before you'll be considered for a job.

    Is everything Zbrushed?...You've got unique textures for everything. A good rule of thumb would be to ask yourself if an asset really needs to have unique textures, and if it does have it make sure it looks damn good.

    Here are some of the student portfolios that got accepted for internship here at Massive (I think)

    http://www.ackehallgren.com/
    http://www.nachenius.se/
    http://www.yavi.se/
  • 3dcaspar
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    3dcaspar polycounter lvl 10
    hmm ok, you think it would be better to create props/scenes with modular pieces and atlastextures (with shared uv-space)?
    Good that i'm currently working on a sci-fi scene with texture sharing & modular pieces.

    No, not everything is Zbrushed.. but pretty much. The reason for that is, that i started learning ZBrush about one month ago and sure want to get alot better than this ^^

    Thanks for the advice and portfolio references!

    (i don't want to apply for a fulltime job but an internship)
  • KarlWrang
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    KarlWrang polycounter lvl 6
    Hello Caspar!

    I think one of the main problems with several of your props is that the material lacks proper definition. You have to spend more time to look at references for the material and also planning your strokes better.

    More is less is usually a good rule of thumb, look at how different materials behave when they are damaged by a projectile vs fire etc, and remember to not overuse zbrush when defining the basic shapes of the object - stay away from the blobbyness that so easily occurs when your new to sculpting.

    Try to break up environments that you love and try to see what makes those env. awesome, and how you could try and make use of that knowledge in your own projects.

    Good luck!
  • 3dcaspar
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    3dcaspar polycounter lvl 10
    hey KarlWrang,

    thanks for the comment. That helped alot! ;)
    I focused so much on ZBrush that i overused it,... kind bad :D
    For the next assets i'll try to create a more defined style. (and also without or only little use of ZBrush)

    Thank you
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