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portfolio

Started by February 16, 2013 09:50 AM
8 comments, last by Daaark 11 years, 9 months ago

HELLO PEOPLE, I'm new here.

You can check out my portfolio and other sketch work below.

http://www.hardlinedigital.com

http://www.zbrushcentral.com/showthread.php?168074-AH-Intro-and-sculpts/page6

I'm looking for some other people who are skilled coders and engineers who are lacking in the art region and share my motivation.

Originally, I went to school for technology management and changed to music production. I was an IT specialist for a while. Lately I have been doing live sound, but I have always been motivated to do game development and took the music route. A few years ago I got into graphics.

I am looking to join a small team for either a mod or other ground up development. Now I am in school for computer science and I have some very light experience in C++ and the DirectX samples. I can barely load a .obj from scratch on my own though. I consider myself more of a tools power user than a tool developer. I use other people's stuff to make stuff.

I will probably also be posting in the classifieds.

Andrew.Henderson@HardlineDigital.com

I guess I was hoping for a hello. Or a "Welcome to the forums n00b!" but I guess I'm going to keep posting stuff.

https://www.youtube.com/watch?feature=player_embedded&v=FaPLlQnb9b0

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I'm new here, too, but for what it's worth welcome.

+1 for keep posting.

Unfortunately, this section of the site is sporadically trafficked... this is mostly a programmer's paradise but that's the kind of people you want to learn to interact with if you want to be successful anyway.

Your work looks pretty good (I'm not a modeler), although to me the Photoshop brush signatures don't look professional to me. Your site design itself also doesn't seem super professional, to me it seems like there should be a separate page or window that requires the visitor to load the 3D demo at the bottom. The random flashing .gif... why?

As for the content, like I said I'm not a modeler, but if you're into modeling for games you could probably benefit from doing more lower-poly modelling and practicing textures. The dinosaur in particular seems to be suffering from a boring texture. Give that bad boy some tiger stripes or something.

Good luck!

-Mark the Artist

Digital Art and Technical Design
Developer Journal

I would focus a little less on caricature work and make your next piece a full body sculpt with proper anatomy (plant, animal or human), if you can recreate the complexity of realism the choices of what to exaggerate can be left to your client. You clearly have the skill but modeling, textures, rendering realism shows you know what details the eye looks for.

You seem to be offering the skills of a whole studio, I would structure you website to reflect a studio instead of yourself. Clients don't care who does the work when it comes to paying for the whole package (like you offer) they just want the job done and done right. If you get a contract that is more then you personally can handle then you get the chance to add another skill to your impressive list of abilities, you get to hire someone. I personally would remove the blurry picture, setup the contact info to look a little more formal and work towards building a demo reel for the website as a whole to show off the combined skills like a studio would. One video on the page to reflect the work you (your studio) has achieved thus far helps clients see what you offer quickly.

Hope that's somewhat useful. Nice to see some sculpting here.

Hey thanks guys, anything is better than the sound of crickets!

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On top of what the others have said, I would just like to add that it might be a good idea to get rid of the WIP pieces. A WIP is great as long as you also include the finished work and make the finished work the showpiece of the set; but if all you have are a bunch of WIPs, that gives the impression that you never finish anything. Having the discipline to take a piece from start all the way to finish is a huge part of getting work. It's what sets an artist apart from the hordes of DeviantArt wannabes. The modern 3D game workflow is hugely time-consuming and meticulous, so you need to prove that you can stick with it even once the creative high has worn off and it has become menial drudge work. Nobody likes the drudge work, but it's a necessary part of the pipeline.

On top of what the others have said, I would just like to add that it might be a good idea to get rid of the WIP pieces.

I just wanted to second this. See the second point in this article: a portfolio should show your best work, not necessarily everything you're working on. smile.png

- Jason Astle-Adams

Well, thank you everyone for taking the time to visit my page. I have also checked out some of your pages.

It's all love over here. I notice there are different types of artists online. There are sketch artists who draft stuff up really quick. There are other people who spend a week on something or maybe a couple weeks. There are others who will work for months, even a whole year on a single piece. Although that may be an amazing piece, you won't find it in a game. I'm not too stuck up or afraid to post some of my experiments. But I also feel like I have to let you know this is not everything I am, or have worked on. That would be a bunch of garbage! LOL

That being said, I guess I will take another crack at updating the site when I get a chance. In the mean time:

https://sketchfab.com/show/6yyNJnFc30NA65k8chR2pYlFMpL

Put your showcase work on your website. Use DeviantArt for everything else.

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