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requiem2d
05-08-2006, 05:47 PM
Dear all,

I think it's in the interest of many people on these forums of how a personal portfolio is to be presented, esp. if you don't have any titles under your belt and will purely rely on your art skills. I will update this thread under the respective questions as soon as answers come in. Also, if you have any questions in addition to the ones below, please post and I will add to this FAQ.

-- How many pieces should you present?

8-10 more or less. These should all be your best of the best. It's better to remove a piece you aren't sure about instead of putting it in for more content.

-- How should you present a piece (amount of images? types of images(wires/beauty renders/texture maps?) size of images?)?

For a game artist portfolio, the BEST presentation is rendered IN GAME. From there, wireframes, beauty, and materials are prefered. Large, full sized images, around 1000 wide are good (this allows it to fit inside a browser at 1024 res without scrollbars).

I'd have them grouped, e.g. car model's render in a scene, its wire and its UV plate. Have them in a thumpnail which directs them to the large pic.

-- Should you only show the best of your best, or also post a section of oldies to show your progression?

Only the best, only the finals in your main portfolio. If you have some WIP or other gallery section that's ok, but keep this seperate from your main portfolio.

-- Should you post work which is only partially yours (i.e. bob modeled it, but you textured it?)?

That's ok because teamwork is great, but be sure to clearly credit the other artists involved and explain exactly what is your work and their work.

-- Should one post a demo reel for non-dynamic objects (i.e. compilation of 360 rotates of various assets)?

This is ok, but not always required. I've been a world/environment artist for a long time, and have never had to assemble a demo reel. Those involved more in animation or special fx require it more.

-- How long should a demo reel be (=minutes)?

No more than two minutes depending on the type of content you're putting in

Make it as short as possible, be sure it does not put viewers away or get them bored, I would check the reels that got front page/plugged or a really good reel and compare it with yours.

-- How important is diversity (i.e. characters, vehicles, weapons, enviroment, etc.)?

Your portfolio should be built around the position your seek and the company you're applying for. For example, if you have a portfolio full of cartoony characters, applying for a job doing realistic environments probably won't work out.

For this, I'd focus more on where I want to break in. e.g. Environment, this i'd have more environment than other diversity.

-- Is it a good idea to show well known characters in your portfolio, or stick with concept characters? (submitted by Psyk0)

<awaiting responses>

-- How necessary is having clips of your level exported in a engine, and showing the game play? (submitted by HellBoy)

<awaiting responses>

-----

If you have any questions you're dying to ask, post below and I will add them.

Thanks to all in advance who contribute!

Psyk0
05-08-2006, 06:03 PM
Is it a good idea to show well known characters in your folio? or stick with concept characters?.

My 2d/concepting skills are kind of lame, should i present the "concept art" anyway (or if borrowed from someone else)?

HellBoy
05-08-2006, 06:06 PM
Most of the portfolio site I visited had WIP section.

How long should a demo reel be (=minutes)?:

Make it as short as possible, be sure it does not put viewers away or get them bored, I would check the reels that got front page/plugged or a really good reel and compare it with yours

How should you present a piece:

I'd have them grouped, e.g. car model's render in a scene, its wire and its UV plate. Have them in a thumpnail which directs them to the large pic.

How important is diversity

For this, I'd focus more on where I want to break in. e.g. Environment, this i'd have more environment than other diversity


I have a question, in your reel clip, how necessary (spell error) is having clips of your level exported in a engine, and showing the game play.

GradiusCancer
05-08-2006, 06:38 PM
How many pieces should you present?



8-10 more or less. These should all be your best of the best. It's better to remove a piece you aren't sure about instead of putting it in for more content.



How should you present a piece (amount of images? types of images(wires/beauty renders/texture maps?) size of images?)?



For a game artist portfolio, the BEST presentation is rendered IN GAME. From there, wireframes, beauty, and materials are prefered. Large, full sized images, around 1000 wide are good (this allows it to fit inside a browser at 1024 res without scrollbars).


Should you only show the best of your best, or also post a section of oldies to show your progression?


Only the best, only the finals in your main portfolio. If you have some WIP or other gallery section that's ok, but keep this seperate from your main portfolio.


Should you post work which is only partially yours (i.e. bob modeled it, but you textured it?)?



That's ok because teamwork is great, but be sure to clearly credit the other artists involved and explain exactly what is your work and their work.


Should one post a demo reel for non-dynamic objects (i.e. compilation of 360 rotates of various assets)?



This is ok, but not always required. I've been a world/environment artist for a long time, and have never had to assemble a demo reel. Those involved more in animation or special fx require it more.



How long should a demo reel be (=minutes)?



No more than two minutes depending on the type of content you're putting in.


How important is diversity (i.e. characters, vehicles, weapons, enviroment, etc.)?




Your portfolio should be built around the position your seek and the company you're applying for. For example, if you have a portfolio full of cartoony characters, applying for a job doing realistic environments probably won't work out.


quick edit to answer hellboy's "in your reel clip, having clips of your level exported in a engine, and showing the game play."

I believe this is very important to show your knowledge of being a GAME ARTIST over being a 3D ARTIST. Most game engine have incredibly technical differences than just building something to render. I can't stress this enough: It's GAME ART not EDITOR ART. :)

requiem2d
05-08-2006, 10:08 PM
Thanks for the info guys, I'll keep updating! :D

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