Hello, I am a 3D artist for game art and photo real renderings, and an indie developer for 8+ years. I have been working with Unreal Engine/blender/substance since 2015. my last role was as a junior-level 3D rendering artist at a fast-paced marketing agency, creating full-scale exterior & interior 3D scenes for renders.…
Hello everyone, I'm looking for feedback on my portfolio, which consists of both lighting work and hard surface work. I've had some struggles trying to find a job recently for both positions and I'd like to figure out if there's anything I can do to improve my odds of getting noticed. Thanks in advance!…
So I just added a new piece to my portfolio, and I was planning on applying to a few places soon. I was wondering what the community thought on me removing my older work from my portfolio. The Gun Ports and the Spaceship are the older pieces and I'm afraid that they might be taking away from my overall portfolio. Any other…
Hello everybody! I am an aspiring 3D Artist searching help looking over my currently small portfolio to improve myself as well as my art. It would be great to get some insight on mistakes I may have made and some general tips and experience with portfolio building. You can find my portfolio under:…
I've been working on a new portfolio piece for the last couple of days and are just looking for some critique to further help me enhance the piece before it goes into my portfolio. Images of the current model both untextured and textured are shown below;
New work. hope you like it. 16 bit HDR RNM http://www.ali-rahimi.net/portfolio/realtime/temple.exe http://www.ali-rahimi.net/portfolio/movie/hd/temple-hd.mov http://www.ali-rahimi.net/pages/portfolio/temple.html
http://jaxonkeller.com I would like to get some critiques on my portfolio as a whole and on individual props so I can make this stuff better. It's for my senior college portfolio and any feedback is much appreciated.
Hi everyone, I have my latest portfolio at www.aleksdigital.me . This is a technical artist portfolio and includes demos of a modular autorigger, updating an old tool, two "mega" shader libraries, and a spirotropic curve example on github. Any feedback would be great!!