Quote: Original post by swiftcoder
Also worth noting that your site appears glacially slow under Firefox, and completely fails to display (blank white screen) under both Chrome and Safari.
Not quite sure what you are doing wrong with the site implementation, but whatever it is, it looks to be fairly major. Never been a big fan of these javascript-driven sites, myself [smile]<!--QUOTE--></td></tr></table></BLOCKQUOTE><!--/QUOTE--><!--ENDQUOTE--><br><br>Hello<br>I know the site has problems with Mac computers dunno why tho.. But I'm gonna check it out asap. <br>thanks
Feedback on 3D portfolio please
Quote: Original post by bloodmoonSWEI was using all those browsers under Vista - although FireFox and Safari show the same issues on my Mac.Quote: Original post by swiftcoderI know the site has problems with Mac computers dunno why tho.. But I'm gonna check it out asap.
Also worth noting that your site appears glacially slow under Firefox, and completely fails to display (blank white screen) under both Chrome and Safari.
Not quite sure what you are doing wrong with the site implementation, but whatever it is, it looks to be fairly major. Never been a big fan of these javascript-driven sites, myself [smile]
Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]
I'm just going to break this down into sections, as there is a lot (sorry!)
1) You say you want to be a 3d modeler but your website says you are looking for a job as a designer. You need to show specifically what it is you want to do. Do you want to make game models? Do you want to be a texture artist for games? Do you want to be an environment artist? Do you want to be a photographer? Do you want to be a game designer? Since you want to be a modeler, please let the world know this by focusing entirely on that aspect and displaying it on your site. Right now I can't tell what it is that you would be best qualified for, simply because it's just a mishmash of different things. At the very least, keep the photography in a separate area on your site. Keep all of the game oriented artwork in one place.
2) You should have something more on your front page. Don't make people navigate to another page to see your work. Your work should be front and center (literally). This way when you direct someone to your site, the first thing they see is your artwork. Not a black page with some white text and little icons at the bottom. My suggestion would be to make a reel and put that on your front page... which leades me to #3.
3) Make a reel. It's almost essential to have a reel in order to get hired as an artist nowadays. Still images just won't cut it. Get some animated turnarounds of your 3D models and get some fly through shots of levels you worked on. Put your textured models on the reel and break them down showing each texture layer as they are applied. Don't include your photography on this either. It's not a "game artist/photographer" reel. It's a game artist reel.
4) Your contact info should be EVERYWHERE. That includes but is not limited to: Name, Phone Number, Email address. You want people to be able to contact you without having to look for a contact page. Put the contact info on every page of your site (preferably at the top where you already have your name). Don't worry about putting your phone number up on the internet. If people prank call you, so what. You need to show that you are professional and that you can be easily contacted. By the way, I've never received a prank call and if I did I would just find it funny. But that's the last thing you should be worried about.
5) You can have WIP stuff in your gallery but make sure it's in a separate category. Not part of your finished 3D stills.
6) Might help to learn 3ds Max (or at least include it in your software knowledge if you already know it) It's a major player in the game industry, and if you know Maya, it shouldn't be that hard to pick up Max.
7) As far as your artwork is concerned. It's still looking pretty basic as described already by others. Textured cubes aren't that impressive. Neither is a couple of WIP z-brush character sculpts that have easy to spot flaws. Definitely beef up your portfolio. If you want to do modeling, show some detailed models and make sure to include wireframes and list the triangle count.
That's all I can really think of off the top of my head. Keep working in z-brush as that is gaining a lot of momentum and is pretty much standard in most games now.
1) You say you want to be a 3d modeler but your website says you are looking for a job as a designer. You need to show specifically what it is you want to do. Do you want to make game models? Do you want to be a texture artist for games? Do you want to be an environment artist? Do you want to be a photographer? Do you want to be a game designer? Since you want to be a modeler, please let the world know this by focusing entirely on that aspect and displaying it on your site. Right now I can't tell what it is that you would be best qualified for, simply because it's just a mishmash of different things. At the very least, keep the photography in a separate area on your site. Keep all of the game oriented artwork in one place.
2) You should have something more on your front page. Don't make people navigate to another page to see your work. Your work should be front and center (literally). This way when you direct someone to your site, the first thing they see is your artwork. Not a black page with some white text and little icons at the bottom. My suggestion would be to make a reel and put that on your front page... which leades me to #3.
3) Make a reel. It's almost essential to have a reel in order to get hired as an artist nowadays. Still images just won't cut it. Get some animated turnarounds of your 3D models and get some fly through shots of levels you worked on. Put your textured models on the reel and break them down showing each texture layer as they are applied. Don't include your photography on this either. It's not a "game artist/photographer" reel. It's a game artist reel.
4) Your contact info should be EVERYWHERE. That includes but is not limited to: Name, Phone Number, Email address. You want people to be able to contact you without having to look for a contact page. Put the contact info on every page of your site (preferably at the top where you already have your name). Don't worry about putting your phone number up on the internet. If people prank call you, so what. You need to show that you are professional and that you can be easily contacted. By the way, I've never received a prank call and if I did I would just find it funny. But that's the last thing you should be worried about.
5) You can have WIP stuff in your gallery but make sure it's in a separate category. Not part of your finished 3D stills.
6) Might help to learn 3ds Max (or at least include it in your software knowledge if you already know it) It's a major player in the game industry, and if you know Maya, it shouldn't be that hard to pick up Max.
7) As far as your artwork is concerned. It's still looking pretty basic as described already by others. Textured cubes aren't that impressive. Neither is a couple of WIP z-brush character sculpts that have easy to spot flaws. Definitely beef up your portfolio. If you want to do modeling, show some detailed models and make sure to include wireframes and list the triangle count.
That's all I can really think of off the top of my head. Keep working in z-brush as that is gaining a lot of momentum and is pretty much standard in most games now.
[size="3"]Thrones Online - Tactical Turnbased RPG
Visit my website to check out the latest updates on my online game
Visit my website to check out the latest updates on my online game
Quote: Original post by Konidias
I'm just going to break this down into sections, as there is a lot (sorry!)
1) You say you want to be a 3d modeler but your website says you are looking for a job as a designer. You need to show specifically what it is you want to do. Do you want to make game models? Do you want to be a texture artist for games? Do you want to be an environment artist? Do you want to be a photographer? Do you want to be a game designer? Since you want to be a modeler, please let the world know this by focusing entirely on that aspect and displaying it on your site. Right now I can't tell what it is that you would be best qualified for, simply because it's just a mishmash of different things. At the very least, keep the photography in a separate area on your site. Keep all of the game oriented artwork in one place.
2) You should have something more on your front page. Don't make people navigate to another page to see your work. Your work should be front and center (literally). This way when you direct someone to your site, the first thing they see is your artwork. Not a black page with some white text and little icons at the bottom. My suggestion would be to make a reel and put that on your front page... which leades me to #3.
3) Make a reel. It's almost essential to have a reel in order to get hired as an artist nowadays. Still images just won't cut it. Get some animated turnarounds of your 3D models and get some fly through shots of levels you worked on. Put your textured models on the reel and break them down showing each texture layer as they are applied. Don't include your photography on this either. It's not a "game artist/photographer" reel. It's a game artist reel.
4) Your contact info should be EVERYWHERE. That includes but is not limited to: Name, Phone Number, Email address. You want people to be able to contact you without having to look for a contact page. Put the contact info on every page of your site (preferably at the top where you already have your name). Don't worry about putting your phone number up on the internet. If people prank call you, so what. You need to show that you are professional and that you can be easily contacted. By the way, I've never received a prank call and if I did I would just find it funny. But that's the last thing you should be worried about.
5) You can have WIP stuff in your gallery but make sure it's in a separate category. Not part of your finished 3D stills.
6) Might help to learn 3ds Max (or at least include it in your software knowledge if you already know it) It's a major player in the game industry, and if you know Maya, it shouldn't be that hard to pick up Max.
7) As far as your artwork is concerned. It's still looking pretty basic as described already by others. Textured cubes aren't that impressive. Neither is a couple of WIP z-brush character sculpts that have easy to spot flaws. Definitely beef up your portfolio. If you want to do modeling, show some detailed models and make sure to include wireframes and list the triangle count.
That's all I can really think of off the top of my head. Keep working in z-brush as that is gaining a lot of momentum and is pretty much standard in most games now.
Thank you just what I needed! Alot of good pointers but I need to say that the portfolio is still under construction. But I will use alot of these tips and create a more completed portfolio since a portfolio is "never" really 100% done.
Thanks again.
No problem. =) You can check out my site at www.chrisgottron.com to get an idea of what to include.
Mine is also currently being redesigned and my reel is pretty outdated, and my site is aimed more towards doing television/film work... but you get the idea.
Mine is also currently being redesigned and my reel is pretty outdated, and my site is aimed more towards doing television/film work... but you get the idea.
[size="3"]Thrones Online - Tactical Turnbased RPG
Visit my website to check out the latest updates on my online game
Visit my website to check out the latest updates on my online game
http://www.bloodmoon.se/images/tallbuilding.jpg
I notice this one from cg-texture :)
Anyway, the 3d stuff wasn't all that great. It depends on your experience for me to rate you though. Are you just a modder or did you actually go to an art school?
You have to look at your own work and say, could this be put in a game right now? Honestly, I have to say no, and I would hope you would say the same. Just so that you can look back and improve. I look at artwork daily and check out art portfolios quite a bit. I'm not a professional artist or anything, but I'm comparing you to other people's that I have seen.
Like your house for instance, the shingles are way too big, the wood siding is way too big. Most of your 3d stuff is also like 20 vertices. Try bumping up the poly's a lot.
I notice this one from cg-texture :)
Anyway, the 3d stuff wasn't all that great. It depends on your experience for me to rate you though. Are you just a modder or did you actually go to an art school?
Quote: I'm looking for employment as a 3D-modeler for games so does my work match up?
You have to look at your own work and say, could this be put in a game right now? Honestly, I have to say no, and I would hope you would say the same. Just so that you can look back and improve. I look at artwork daily and check out art portfolios quite a bit. I'm not a professional artist or anything, but I'm comparing you to other people's that I have seen.
Like your house for instance, the shingles are way too big, the wood siding is way too big. Most of your 3d stuff is also like 20 vertices. Try bumping up the poly's a lot.
NBA2K, Madden, Maneater, Killing Floor, Sims
Quote: Original post by dpadam450
http://www.bloodmoon.se/images/tallbuilding.jpg
I notice this one from cg-texture :)
Anyway, the 3d stuff wasn't all that great. It depends on your experience for me to rate you though. Are you just a modder or did you actually go to an art school?Quote: I'm looking for employment as a 3D-modeler for games so does my work match up?
You have to look at your own work and say, could this be put in a game right now? Honestly, I have to say no, and I would hope you would say the same. Just so that you can look back and improve. I look at artwork daily and check out art portfolios quite a bit. I'm not a professional artist or anything, but I'm comparing you to other people's that I have seen.
Like your house for instance, the shingles are way too big, the wood siding is way too big. Most of your 3d stuff is also like 20 vertices. Try bumping up the poly's a lot.
Hello thanks for the comments. Yeah that one has cg-textures texture maybe that's a bad thing? Regarding learning 3D I have not attended any art school just been learning on my own. In schooling I've studied Interactiondesign.
I know my work is not matching up with the next-gen 3d yet. If you read my comments on other peoples comments about my portfolio you might understand that I'm only want to improve all the time. I do look at artwork daliy and other peoples work.
I know I should be using more poly's for high-poly models just have been doing alot of low-poly modelling lately.
About the Zbrush character... I know it's an alien/monster, but its anatomic proportions seem to be a little bit out of order, if compared to a human. Long neck/head, relative short legs. I'm not really an artist, but a friend of mine who studied art, always pointed out how important it is to learn (human) proportions first. Read a book, use foto's, make clay-models and take front/side pictures as a background for your 3D modeller, etc.
I noticed it because I often draw posters. In the past, I always made the legs too short. Probably because the head/torso are more interesting to draw. So I first made those, then to found out that the legs don't really fit anymore on the A3 paper. No matter how good the rest was, the picture as a whole always seemed strange.
Good luck!
Rick
I noticed it because I often draw posters. In the past, I always made the legs too short. Probably because the head/torso are more interesting to draw. So I first made those, then to found out that the legs don't really fit anymore on the A3 paper. No matter how good the rest was, the picture as a whole always seemed strange.
Good luck!
Rick
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