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#1 (permalink) |
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Level Artist
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Armanguy's new portfolio
hey guys im working on a new portfolio for 2008 so heres a quick preview what do you guys think?
Arman Abounourinejad's Game Art also i would love some opinions on my current portfolio what should i discard from my old portfolio and what should stay? index thanks in advance. |
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#2 (permalink) |
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Teenage Artist
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Hey!
I like the general look of the new website, although the download, 2007, 2008 links don't work. I guess that's because it's a preview. But really I can not comment on this portfolio unless you show how the gallery will look. Although I'm not too keen on everything being on the left side of the page, it makes it all look empty. Maybe try indenting the text? I like a lot of you work there but I think you need to fill the render area a bit more. I suggest you get rid of finalitalyrender1.gif as how ever nice the textures are there are too many repetitive areas and generally isn't very nice too look at. Maybe try a clay render for these or something close to one as i guess your not using 3DS Max or Maya. Defiantly keep these but please do nicer renders! controlbeutyshot.jpg - outdoorclockbeutyshot.jpg - washroompropssheet.jpg - sweettoothsheet.jpg Hope this helps! Your texturing is great, its just the renders that let them down. Email me and ill see if there's anything i can do to help with those renders.
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> Portfolio > Support Constructive Criticism Error: The operation completed successfully. |
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#3 (permalink) |
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Artist
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ahh yes a new site, I do this all the time too :P I like the color scheme, it seems coherent and classy. Content wise I would keep the Hologram thing, The shack, The toilet and the couch and sweet tooth.
The other stuff I would either toss or go back and refine. In the case of the ammo box The texture is pretty solid on everything but the bullets. although its an art test piece, so be wary that if lots of ppl start posting BSG art tests it will kinda blend in. the italy piece suffers from scale issues and texture/lighting issuses as well. Its a bit bright and the textures dont jive with each other, like the ground is not a great color to go with the lighter yellows and peachy colors. If you are looking to get hired asap, I would do a bunch of smaller Environment "diorama" kind of things, like a corner with a building, some props and a piece of ground, that way you can pump out a bunch of pieces with a ton of various styles in no time. That way you can show your texture ability, modeling ability and most importantly your ability to do different subject matter. I would do a sci fi piece, a grungy urban area, perhaps a stylized hand painted kind of look like crash bandicoot. maybe a historical location like assasins creed style or something. Basically do something other than a lot of portfolios you see with scifi scifi scifi.....and defintaley dont be afraid to work from concept art from other artists (with permission ofcourse) It gives you a consises ability to know what you are making and even better, it shows potential employers that you can look at a piece of concept art and translate it into 3d...VERY important. finally, dont worry this long winded spcheel is coming to a close, Look at the studios here in vancouver and see what kind of games they make, and focus your stuff towards that. Like for example : Radical makes both photoreal (prototype) games and stylized stuff (crash bandicoot). Next level tends to make stylized art with more hand painted textures. well good luck man, im sure you will score a job in no time. |
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#4 (permalink) |
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Level Artist
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updated with thumbnails Arman Abounourinejad's Game Art i went back to the sweet tooth model fixed it up im in the middle of putting the other stuff in should i keep the washroom props? im geting rid of the italy scene, the bench and the clock art test what do you guys think?
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#6 (permalink) |
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Industry Artist
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Sup Armanguy. You got some good stuff there. I have a couple of crits. First, on some of the pics the text is so small its almost unreadable. Second, if your looking to land a job I would suggest targeting a specific position, since your displaying game asset models and HUD/interface designs, it might be better to highlight one ( I'm assuming 3d work), and maybe put the other somewhere else on the site. I guess I'm saying don't mix em up. Your work is solid, I've seen many of these pieces in progress. Good stuff, hope my crits help.
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#7 (permalink) |
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Level Artist
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Im actually looking to either get a job as a UI artist or level artist, but i understand that mixing my portfolio doesent really help me so i might make another section for the ui. and with the pics there all small you have to click them once you open the link to make them bigger the internet browser re-sizes them for some reason
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#8 (permalink) |
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New Artist
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The work is mostly of a high standard which is the main thing I guess. I do agree that the text is slightly too small though. I think the overall layout of the thumnails could be improved to give better first impression. Also I think it would be better to put your strongest work first, perhaps your van. The guitar is nice though but the Van is better.
Hope this helps. Great Work ! : P |
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