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Portfolio advice and critique

Hi everyone,

looking for critique and advice on how to improve and better focus my portfolio.

Previously, my portfolio was quite scattered, as I included everything I worked of environments, props, product visualization, characters, and animations. I’ve taken on a wide range of freelance projects wherever possible, but lately I’ve been trying to narrow my focus toward game art, which I genuinely enjoy the most.

Work has been coming in, but consistency has been an issue, so I’m aiming to strengthen my portfolio with more focused game-ready assets.

At the moment, I’m working on a low-poly, hand-painted hen, which I also plan to animate and add to the portfolio soon.

I’d really appreciate feedback on:

  • Overall portfolio direction

  • What to keep, remove, or expand on

  • What studios or clients might expect at this stage

Portfolio:
https://www.artstation.com/jamalbukhari92

Thanks in advance for your time and feedback.


Replies

  • zetheros
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    zetheros polycount lvl 666
    you only have seven artworks, which is fine, but you have four folders for your seven artworks. Just have them all be on one page. You probably won't be getting studio or client offers at this stage. You will have to put yourself out there. Look for indie teams and game jams. Good luck


  • 3D_Mage

    Thanks for the feedback, I appreciate it. I’ll simplify the portfolio and keep everything on one page.

    I also plan to highlight animation alongside my work,at what point (number of pieces) would it make sense to split into two sections, one for meshes and one for animations? or is a single combined display generally better.

  • zetheros
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    zetheros polycount lvl 666
    i would keep the animations together, if it's related to the project keep it in the same directory imo. They look good and work well to supplement the 3d art & demonstrate you think about animations while making assets
  • 3D_Mage
  • Peyd3d
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    Peyd3d triangle
    Currently your portfolio seems too scattered to me still. I am not quite sure if you want to be a character artist or a prop artist. It would help to narrow this down and really get specific (depending on your goals of course).

    Also make sure to keep pushing overall presentation skills and thumbnails. Look at other artists frequently how they present their work, how they render and how they structure their posts. It's a skill in itself but extremely important! A lot of your images seem too dark, especially the thumbnails. Make sure they pop more.
    Personally I don't even use the crop tool for my thumbnails. I make a specific thumbnail render to really get what I need. 

    Keep at it, you're on the right track!
  • 3D_Mage
    Thank you so much for the detailed feedback.I really appreciate you taking the time to point these things out.I got busy midway with work, so I haven’t been able to add more post to my portfolio.I’ve updated my  asset based on the above suggestions, and I’m planning to revisit and polish the rest of the portfolio once I get a bit more breathing room.
    Regarding the direction, my long-term goal is to work as a 3D generalist, which is why my portfolio currently includes both characters, props and animation. That said, I completely understand your point about it looking scattered and I think if I add a decent number of assets for each side and divide them in section, then they would not look so scattered.Right now the number is too few to divide them in different sections.
    I do observe and study other people work on a regular basis. I personally like darker theme renders so I guess my portfolio got naturally filled with such. I'll definitely make the new ones brighter.
  • aniceto
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    aniceto polycounter lvl 20
    I had a quick scan of your work and a couple of things popped out to me straight away.

    The mesh density on some of these pieces is unbalanced for what you're calling "low poly". You have areas that are sparse and very low poly, and then other areas that are so dense that they're black. Optimisation will be a massive priority in your work when you land a job in games. Part of that is not wasting triangles, and making sure every triangle is appropriate for its intended purpose.



    Another part of optimisation is making the most of your UVs. Fill in as much of the dead space as possible and mirror+reuse where you can. Straightening ribbons and islands can help a lot. If every asset in a game has poorly optimised UVs, the project can hit a memory limit, then broad stroke optimisations need to be made like reducing the res of every texture in the game, which is terrible for visual quality.


    You need to optimise your meshes and UVs before showing off wireframes and flat textures, otherwise they'll be seen as a red flag to the people doing the hiring. The polycount wiki has a lot of good info on this stuff IIRC  B)
  • 3D_Mage

    Yes, that was an oversight on my part. I was focusing more on making the assets animation friendly for cutscenes like intro scene or chest opening, and wasn't thinking of in game performance. Should I change the title of these? For optimization part I can do it up to the karen girl I made. Let me know if that needs any improvement?

    Regarding UVs, I tend to prioritize minimizing stretching than their placement. Adding more seams and straightening UVs often creates challenges for me later during the texturing phase. If you could point me toward any tutorials or resources that address this balance, I’d really appreciate it. Always happy to learn more.

  • aniceto
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    aniceto polycounter lvl 20
    In that case, the book and the chest wouldn't be suitable for opening cutscenes either, as they've got some really low poly sections which wouldn't look consistent with the rest of the mesh. You need to decide what the purpose of the asset is and make the mesh suitable for that purpose. Either high res and detailed for a pre-rendered cutscene, or low poly and optimised for gameplay.

    True, straightening UVs does cause some stretching, which can be difficult to work with when painting textures in 2D, but you can mitigate stretching by spreading it across a surface and by painting your textures in 3D using industry standard tools like Substance Painter/Mari/3DCoat.
  • aniceto
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    aniceto polycounter lvl 20
    I found these examples of well optimised meshes. Assets like these on Artstation would be good reference B)

    https://www.artstation.com/artwork/0Zxoy
    https://www.artstation.com/artwork/x3nnAX
    https://www.artstation.com/artwork/JbLvz
  • 3D_Mage
    Thanks. I'll keep that in mind and will focus on making others optimal for their purpose from the start. I think since my portfolio is already of few assets, I'll keep them as is for now and replace them with newer ones when i get the time.
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