Requesting Critique on my Portfolio


Hello, I’m not really sure where to put this on the forums, or if I should, but I’m trying to be a 3D modeler/artist and I’m really struggling on my portfolio. I went to school to learn modeling, and a bit of texturing, but my instructors didn’t really go into detail of what makes a good portfolio and I’m freaking out. I don’t really know what I’m doing. Please, if there are any professional 3D artist out there I would really appreciate it if you could take a look at my portfolio (if you have the time that is) and provide some feedback on what I have so far. What am I doing right, what can I improve? If you do decide to critique my portfolio please try to be as detailed as possible in your responses, I cant to know exactly what I can do to improve my chances of getting a job.

Website: (yes, I know it’s a wix site, I don’t know how else to make a website)


One area that many don’t talk about when it comes to portfolios is making sure to show a recruiter what kind of assets you love to work on. Ie Tanks Weapons, Creatures, Props etc

Start off by creating a cgs portfolio since they are both portfolio sites its a bit like applying for dreamworks with a disney cover letter :wink:

It’s good to have a portfolio on both but we will build a custom one here. Start with this image only

The reason why is it seems to be one of the most advanced and likely the one you enjoyed working on the most. I may be wrong but on an initial review most work looks like homework for a class. It is ok to have one or sometime even 2 pieces on your portfolio as a student. The reason being is most studios looking to hire a jr artist realize they are hiring students and are not looking for rockstars or more expensive staff so you get to get away with it a lil. Given the choice and time it’s always better to have personal pieces

You will need a good 3 to 5 pieces but Id rather see 2 to 3 Complex models that are pushed to 100% the issue with most portfolios out of school is students tend to take the model to 70 or 80% then jump into textures to early. more often than not this is to finish an assignment. The smart students keep working on the character or prop for weeks if not months after the class. Grades dont matter so showing the full extent of your skill in a single model is what is going to give success. One Complex model pushed to 100% and a second to show me you didnt get lucky or have help from a teacher will get you an interview in most cases. You may end up needing a test if they want to see more but invest wisely.

My advice is to give yourself 6 to 9 months to work on 2 addtional pieces. If you have times and funds get into a class on hardsurface vehichles or weopon design if that is your passion to get the weekly feedback and apply that knowledge to a second piece as well. that would give you three pieces for your portfolio and a solid plan for looking for work following. Set a realistic goal for what kind of project and studio you will be most competitive for starting out. It may not be the dream job but keep up the habbit of continuous education study and practice and you will get there


Thanks for the detailed response, I appreciate it. Lately I’ve been getting worried about the lack of models on my portfolio, I tend to spend a lot of time on my models so it takes a while (several weeks) for me to finish one. I’m not sure if that works for or against me. I’ve always heard that speed is essential in this industry but I am not a fast person. I like to take my time on my models, and life in general, as it leaves little room for error.