Hey everyone, I’m Antonis, a 3D artist from Greece.
I’ve got around 4–5 years of experience working in medical animation as a 3D generalist, and I’m currently trying to land a job. I’d really like to transition into the gaming industry, ideally as a prop artist.
Lately I’ve been applying but not getting any callbacks, so I feel like I might be doing something wrong with my portfolio or its something wrong with my skills.
If anyone’s got some time to take a look and give honest feedback, I’d really appreciate it.
Portfolio that i send to recruiters: https://antonis-tsioulis-portfolio.framer.website
Artstation: https://antonytsioulis.artstation.com/albums/14727025
Replies
One thing I will say is I would consider having your medical portfolio not show up on your home page, recruiters will mainly want to see relevent art pieces to the job your applying for, the other stuff is cool too but probably not necessary to see when your applying to be a 3d prop artist.
As far as the portfolio pieces go i think its cool that you have so much sci fi stuff, I find that to be really interesting myself. It seems to me that you're going for more of a realistic art style for most of your pieces, but honestly I think your modeling and texturing could use a bit more work to really hit that mark. For example this freezer here in your Dystopian Cybernetic Surgery Lab
your texel density looks off, and this material doesnt read as glass to me at all. I know this is only one part of the diorama, but it really drew my focus as I was wondering what that is. Compare that to some other similar environments and you'll notice that the material quality is higher and the readability of textures and models is is much better as well.
https://www.artstation.com/artwork/vDNLOa
https://www.artstation.com/artwork/VgKrEZ
Hopefully this is helpful, keep up the work!
ThisisVictoriaZ I kept the medical piece in mostly to show that I’ve actually worked on shipped projects, since they’re pretty hard to find or play otherwise. Do you think taking it out would make the portfolio weaker?
About the environment, I totally get what you’re saying. Those are older projects and back then I didn’t really have a solid texturing pipeline in mind, so the texel density and material issues you pointed out are fair.
Thanks a lot for the feedback, I really appreciate you taking the time — it helps a lot.
if you have any advice with what i should be moving forward as my next project, feel free to suggest !
Kosh3D, thank you so much for the feedback!
I knew the gamedev industry is going through a crisis right now, but I honestly thought I could still land something at a junior or maybe early mid level. Unfortunately, I didn’t really have many people around me in the industry to give me proper feedback, and a lot of people I reached out to never replied.
Do you think I should try transitioning into a different role, like environment or character art? Or if I stick with prop/weapon art, realistically how long do you think it would take me to get my portfolio to an industry-ready level (based on the references you shared)?