View Full Version : demoreel & portfolio review please

06 June 2010, 06:05 PM
Hi everyone!

I would like to get some C&C if possible on these two demoreels i made(character demoreel is from janurary 2009, and fx reel is of november), so i understand what to change on my new one(i'm aiming at a new character reel).
these two didnt got me any job in anyplace (and i think i tried pretty much everywhere in the world) so i'd really would like if you guys could help me understand why so i can improve.

character reel

VFX reel

oh yeah, and this is my portfolio

many thanks

ps: both demoreel's were sent to companies(email or by dvd) with higher resolution. dvd resolution

06 June 2010, 03:07 AM
Find the best possible show reels for characters and write the differences between yours and those here.

I would be interested to see what you find. Would also be nice to see links of the work you think is great.

06 June 2010, 02:07 PM
vitaly bulgarov

fausto de martini


alvaro buendia

julianna kolakis

jelmer boskma

stevene chen

i also find these next two to be great, but i dont think these type of work is what i should do for next reel.

Olivier Ponsonnet

Soa Lee

06 June 2010, 12:11 PM
To me, it looks good. There are mall mistakes here and there, but they are not important, as anyway you can see the level, so that's enough. If you will work in a team, those things will be explained by your lead. For example in vfx reel the grid doesn't get affected by lighting, and it's very obvious when the smoke is present, and the smoke disappears very fast.

06 June 2010, 09:40 PM
It looked good to me. You might wanna lose the female near the end. Not the very end female head but the full figure turn around before that. It's not doing you any favors.It might also be beneficial to lose the cloth sim because that's not the job you are applying for.
It looks like your reel is geared towards game cinematics. You might do well to focus on companies that do that.
I imagine you must have gotten several art tests after applying to everywhere. Are you doing those or blowing them off?
I think you are very talented and should be able to find employment.
Hope that helps. Good luck!

06 June 2010, 10:29 PM
Unfortunatly i havent received any game tests at all(i think i only received one, and i did it). (i actually also applyed to all rockstar's around the world and received feedback from none)

i believe u're right about the female model body. gotta get rid of that

06 June 2010, 12:12 AM
Thanks for the links.

Looks like your vid got pulled from youtube. You want to get that fixed as many people wont download a video but they will click on a fast link.
Couple of things that may help. You have loads of details on your characters but the base is a bit wooden/ stiff. Get them flowing more and the details will be easier. I wouldnt have any characters on the reel that arnt posed, all the reels you linked to have posed characters, t- form is kind of out. In your character reel it looks like you are trying to create a blockbuster feel. I know they say the music isnt important but yours is a bit over the top. Try for a reel where the characters and their designs are more the hero than the sound and fx.

Keep sculpting
keep updating and submitting your reel, most people are miffed by their first submission being met with stony silence. No reason to stop.

06 June 2010, 12:23 AM
thanks Kanga.
actually posing it's the hardest part for me. i'm not that of a good rigger, and i still havent got much of the hang with zbrush transpose. i'd love to do better poses, but sometimes its really hard. ill keep trying tho, ofc

what do you mean the video got pulled? I tried the links and they work fine.

06 June 2010, 06:33 AM
what do you mean the video got pulled? I tried the links and they work fine.
Last night I got the pulled alert,... go figure.

06 June 2010, 08:10 AM
but like removed? it's not the 1st time they do that to me...
but looks like everything is ok now:)

06 June 2010, 11:33 PM
Hi Fabio. Right, I've taken a look at your reels and your website. Overall, your work is good. You've clearly mastered the basic fundamentals of 3D, so I can't fault you on that. I can't really speak from a gaming perspective, since I have very limited experience in that particular field, so bear in mind that my opinions are coming from the VFX side of things, since you've told me that you've applied to a lot of VFX studios.

Firstly, your reels are too long. A reel really shouldn't be longer than 2-2:30 in length. As such, your reels are both approximately one minute too long. You linger too much on the the same models and repeatedly show the same models during this time - you can easily cut this down by showing one or two turnarounds, then perhaps a quick shot of it in some kind of environment (like you've done) and then move to the next model. Don't come back to a model once you've shown it - repeatedly showing the same models tells me that you don't really have a lot of work to show and are simply trying to make your reel longer. Also on a technical note, even though most reels are watched with the sound off, I do feel your music is too much. It's too dramatic, and almost comes across as pretentious, which I am sure was not your intention at all. Rather stick with something chilled or don't have any sound at all.

On that note, I feel you don't show enough variety. While fantasy models are probably fine for a lot of studios in the game industry, they're not necessarily suitable for the VFX industry. People think the film industry is really glamorous and that you're always doing awesome creatures and stuff but the reality is that a lot of the time, we're doing digital doubles of actors, vehicles, props and set extensions. You need to show employers that you can do this kind of "mundane" work.

I also feel your work is a little too stylised. Again, this may be fine for games, but not for VFX. I'm talking about your character work here - while it's got a cool kinda Warcraft feel to it, this isn't really suitable for VFX studios. The anatomy is not realistic enough, nor is it detailed enough. You have to be aware that character artists positions are pretty tough to get - character artists have to be absolutely excellent at reproducing realistic anatomy. I feel your work is not yet at this level. However, I do feel that with some more work, you could get to this level, it'll just take more practice and anatomical study. You should also work more with sculpting to add that additional, and crucial level of realistic detail to your character models.

I know you've been applying to both games and VFX studios, but I don't think that you should be sending the same reels to both. When applying to VFX studios, rather choose a specialisation and stick with that. Watching your reels and looking at your site, it's hard not only to see where your main strengths are, but it's also hard to see what it is that you want to do with your career. As such, if I were a supervisor in a VFX studio watching your reel, I wouldn't really know what to do with you, because your intent and direction are not clear. This is in addition to my earlier point about your work being a bit too stylised.

Incidentally, your VFX reel should be named "FX reel" as that's the type of work you're showing. Please be aware that VFX is a much larger umbrella term, and encompasses all CG that is added to live action plates. It doesn't just specifically refer to particles and that sort of work; this is a common misconception. This may seem like an odd thing to mention but it's an important distinction to make. If you want to work as an FX artist, you should also show water and cloth simulations and possibly also hair/fur simulation, in addition to the explosions and stuff you have now. On the whole, your FX work isn't bad, but it could be better. I do, however, feel that your texturing and lighting skills are letting you down slightly here. It's not that you're not good at these, but I feel you're not yet good enough to really make these look good enough for your reel - with the FX stuff, rather stick to gray shading. An important thing that many artists find hard to do is to not do work in their reels that they're not great at. As I said, your texture work isn't bad, but once again it has much more of a stylised gaming feel to it, which doesn't work too well from a VFX angle, because in VFX, it has to look totally realistic. If you're determined to have textured and lit shots in your reel, then rather team up with artists who are good at this, and collaborate on shots together for your reel instead.

I also agree with other posts here which suggest you remove the female model from your reel. Alternatively, you could improve it. The problem with this model is that it has a very generic, symmetrical look to it. Once again, when it comes to character modelling, it's a rather competitive field and you really do have to go excellent at character modelling to land a job in this role. A better approach would be to develop an all round modelling reel, get into a company that way, and then work towards becoming a character modeller.

I hope this all helps, and please do let me know if you want more specific feedback. It's pretty late here and I'm kinda tired but I'd be happy to provide more specific comments if you feel they'll help. I do feel that you show a lot of potential, you're just stuck in that position of being good, but a little too generic and lacking in direction to really stand out from the crowd. These days, it's a good idea to have one really strong specialisation, even if you're more of a generalist artist. That way, something in your reel will really stand out and make your reel more memorable than others. These days, with the industry becoming increasingly competitive, it takes more than a reel of characters or explosions to grab an employer's attention - you have to go that extra bit further to show employers that there is something special about you. I really do think you have the potential to do this once you decide on a particular speciality and work a bit harder to improve it.

06 June 2010, 12:07 AM
hey Leigh :)

thanks a lot for the very informative advice. Great stuff.
I'll take notes on what everyone said and let's see what i can come up with
I do agree with everything said and I'll try to improve it, and also try reduce my "generalism" and see if i can specialize more.

really thankful for all c&c so far.


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