If you want to push for asset artist you should finish up your hard surface models with real time rendered game ready assets. Have a variety of props with different range of complexity, size and shapes. Correct mat definition, textured, lit and presented well. If you want to push for environment artist you should have…
haha thats a very good point mate! Great example... 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.
What a great environment artist should have is work that reflects his ability to texture, modular construction of scenes/lighting, highpoly/sculpting of both mechanical and enviroment assets. Take a look here for some inspiration, its a list of awesome portfolios: http://www.polycount.com/forum/showthread.php?t=92838 Also…