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So, I hear portfolio's are nice when trying to get an art job

RaslinRaslin Registered User regular
edited December 2007 in Help / Advice Forum
Alright, let me just start this off by saying, yes, I'm an idiot, and should have started this thread and all the work much, much earlier. Anyways...

The GDC(Game Developers Conference) is coming up in late February. I went last year, not really trying to get a job, but just to listen and learn. Well, this year, I would like to strut my stuff, so to speak. I've been working on my art(Mainly 3d, low poly art), and would like to at least put my stuff out there and see if anyone is interested. However, I really have no idea how to go about this.

I've really never gone for a job before that required an actual skill-set. Never had a resume, or a portfolio, or anything of this sort. Basically, I really just don't know where to start. I still need to do the art to put in a portfolio as well, which I'm not sure what I should do. Should I try to stack it with a lot of good things, or try to make everything perfect(lowering the quantity). Should I have an array of renders of each scene, with wireframes, unsmoothed renders, etc? I'm assuming textures are a must, which means I really have to crack down on that(Same with UVW Mapping, haven't done that much with either).

I just... don't know where to start. Help?

I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

3ds friend code: 2981-6032-4118
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Posts

  • TychoCelchuuuTychoCelchuuu PIGEON Registered User regular
    edited December 2007
    Your portfolio should be a website. It needs your contact information, your resume, and your work, and all three of those need to be very easy to see and acquire. Stick your name and website on every picture, in the corner or something.

    Don't put anything in your portfolio that you aren't proud of. The idea is to get your best stuff out there: quality over quantity. Try to focus on the area you want to get a job in. Larger studios will hire environment artists, or character artists, or whatever, so if you're going for one of those, go heavy on that kind of art. Smaller studios want jack of all trades.

    For low poly art, it's a good idea to have a wireframe, a flatshaded render, a textured render, the texture flats, and a polycount. You can leave out the flatshaded render if it's a simpler model or if you just feel like it. Large pictures rendered on a gray background are good, and of course for the textured render try to make it look like it's in a game (depending on what 3d program you have, this is done differently).

    On your contact info, it's also good to include right under your name whatever position you're applying for (artist in this case). Also try to spell everything right. Once you've got it all together, stick your contact info and the URL for your portfolio in big letters on a business card or something and throw those at people with a flick of the wrist. Drop them from balloons if you have to.

    This forum has plenty of examples of good (and bad) portfolios, and they'll be happy to crit yours.

    tl;dr: Your best stuff, quality over quantity, plus your contact info on a website which you must then mercilessley pimp until you die.

    TychoCelchuuu on
  • RaslinRaslin Registered User regular
    edited December 2007
    First off... thank you. Thats good information, and really helps me out. I've been trying to devour all of the information I can get my hands on, as I have a lot of work to do in a short amount of time. I have some smaller questions as well.

    First off, how much of a bonus is a flashy website? What I mean is, would it be bad if it was a pretty bland website, with easy access to everything and nothing superfluous? I'm not exactly an HTML pro :P

    Second, I'm not that great with character models. Should I focus my portfolio more on things that I am good at(environments, mechanical objects, etc) and avoid putting that stuff in until I get it to an acceptable quality?

    Third, similar to the last question, I'm not a great concept artist. I've been hearing that its pretty important though... should I focus on getting better at that? Would it be bad if my concept art wasn't high quality, but the models still came out good?

    Raslin on
    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

    3ds friend code: 2981-6032-4118
  • ZeonZeon Registered User regular
    edited December 2007
    Having a website is fine, but you also want to have an actual portfolio, with printed copies, so you actually have something to show in an interview instead of going "yeah im awesome, lets go check out my website!"

    Again, like the guy above said, only put stuff thats exceptional in your portfolio. If you think something is shit, dont put it in, simple. Your portfolio is what someone whos looking to give you a job is going to see, and theyre going to see tons if theyre actively recruiting, so you want every single peice to make them go "Wow, this guy is awesome". If theres even one mediocre peice, it will throw the entire thing off.

    And dont worry about what youre not good at, focus on what you are good at. If youre good at environments and environmental models, put those in. If you arent good at character models, leave those out.

    Zeon on
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  • see317see317 Registered User regular
    edited December 2007
    Raslin wrote: »
    First off, how much of a bonus is a flashy website? What I mean is, would it be bad if it was a pretty bland website, with easy access to everything and nothing superfluous? I'm not exactly an HTML pro :P

    I can't speak from experience on this one, but if I was looking to hire someone for what you are looking at I'd prefer a website that didn't detract from the actual work I was shown. Keep the site simple and easily navigated.
    Only put in your best stuff for display. If you must put something up that you're not happy with make certain that it's labeled as such (IE a section named "Works in Progress").
    Oh, and use lots of flaming skull .gifs. I mean like everywhere. Everyone loves flaming skulls.:lol:

    see317 on
  • RaslinRaslin Registered User regular
    edited December 2007
    see317 wrote: »
    Raslin wrote: »
    First off, how much of a bonus is a flashy website? What I mean is, would it be bad if it was a pretty bland website, with easy access to everything and nothing superfluous? I'm not exactly an HTML pro :P

    I can't speak from experience on this one, but if I was looking to hire someone for what you are looking at I'd prefer a website that didn't detract from the actual work I was shown. Keep the site simple and easily navigated.
    Only put in your best stuff for display. If you must put something up that you're not happy with make certain that it's labeled as such (IE a section named "Works in Progress").
    Oh, and use lots of flaming skull .gifs. I mean like everywhere. Everyone loves flaming skulls.:lol:

    Name it the devils playground, and hide 95% transparent goatse on every page?

    Raslin on
    I cant url good so add me on steam anyways steamcommunity.com/id/Raslin

    3ds friend code: 2981-6032-4118
  • aesiraesir __BANNED USERS regular
    edited December 2007
    Plz read these links:

    http://boards.polycount.net/showflat.php?Cat=0&Number=73945&an=0&page=0#Post73945

    http://www.gamasutra.com/view/feature/2700/career_advice_creating_your_demo.php

    in fact, the polycount forums would be a much better place to hang out for this type of stuff. That or cgtalk, or 3dtotal. Dont just ask this same question there though because its been asked many many times. Just search the forums.

    aesir on
  • zilozilo Registered User regular
    edited December 2007
    My portfolio website was dead simple (yeah, programmers can have portfolios too!). White background, black 12pt arial, nicely spaced bordered divs for content. Just about as bare-bones as you can get, but it showcased my work and not my web skills which is great because I never want to work as a web programmer again. PM me if you want a link but really, it doesn't have to be fancy to be good. I think my entire website, including descriptive text, is like 200 lines of code. If that.

    zilo on
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