3D Artist portfolio

edited in Portfolios
Hey there, I'm Tyron da Gama, a CGI and Games Development student currently in my 4th year at WW.IT-IQ. I am passionate about making games, movies and everything in the CG world.

My studies are drawing to a close now, and i want to move into the job market as a 3D artist. Below please find the link to my Artstation account as well as my CV and portfolio in pdf format.
I would really appreciate any feedback or tip on any of the work or CV.

Artstation: https://tyrondominique.artstation.com
LinkedIn: https://za.linkedin.com/in/tyron-da-gama-b378b989"
Portfolio download: https://drive.google.com/open?id=0B20hxNRHGTv4am44SzZIUWpxSms

Thank you for taking the time to read
CV + cover_Tyron.pdf


  • Hi Tyron. I like your artstation stuff, very detailed. Just a suggestion....you could try different art styles , like cell shading, or caricatures, just to show that you can adapt to different styles. good luck
  • edited
    [edit] I was only looking at your ArtStation. You've got much, much better work elsewhere (on dA and in your downloaded portfolio). I think you have enough work that you can prune out the weaker pieces. I think you should include these in your ArtStation:
    http://omty.deviantart.com/art/Mjolnir-593588241?q=OmTy/55211036&qo=2 (the handle's too clean, considering the hammer head is so weathered, but not a difficult fix)
    http://omty.deviantart.com/art/MayanWarrior-590166466?q=OmTy/55211036&qo=4 (it looks too shiny to me, but at least the anatomy in the face is much better than your island character)

    -- [original post]
    Cool, I think it's overall some of the better student work I've seen. :)

    I don't think you did a good job of the beauty shot for your "Man in the Ice" sculpt. It's really loud, and has kind of a dirty edge that makes it look like it was deep etched (rather than using a mask from one of your renders) that it doesn't really flatter your sculpt. Your sculpt has some nice things happening with how the rock-like areas are defined, with good hard planes and hard edges. It's weird to have shown a shot with the smoothness of the sculpt next to hard-surface objects that haven't been smoothed out. And while it's fine to decimate something for the sake of a still shot, if you're interested in character work at all you should probably be doing retopo for animation. (Saying it was decimated counts against you here.)

    Your cloth on ice dude looks quite lumpy, which is strange because in the arch-viz scene the curtains have great forms. It makes me wonder how much of the arch viz scene was modelled/textured by you, and how much of those were stock assets. If your primary focus in the viz scene was on the render, then that's not going to help much translated to a game engine (unless your lighting was super artful, but it doesn't look particularly designed here). I think you'd ideally want to recreate the scene in Unity or Unreal, and show that you could achieve that result in real-time, with a game engine's lighting limitations, and a game engine's materials.

    For the island piece, the water's reflections seem to be quite wrong, in that they're not correctly reflecting the sky or the island. The cloth here looks decent again (so what was happening in the Ice piece, because it looks like you do know how to make cloth look decent, so I'm confused...? :D). I think you could use some work on your facial anatomy/proportions. I think your light's too bright. The colours look pretty nice otherwise.

    Your cover letter could use a lot of work, because it says you'd be useful as a game artist in "our ranks", but that's as a general CV you've put up on a site where anyone can get it. A cover letter (and, ideally, the portfolio you show) should really be personalised for the studio you're applying for, and show that you have a pretty good idea of the studio's personality, what games they've made, and why your skills are relevant to them specifically.

    I feel that your work should do that too: you should know which studios you're interested in working for, and make a portfolio that you think they'd be interested in. I don't think it's important to show lots of different styles, but I do think that stylised work is more likely to be useful in the South African game job scene, especially given that (to my knowledge) most of the game jobs are still for mobile games (and so you'd ideally also be aware of the tighter limitations on your content).

    If you're competent with programming (your CV says you did some kind of C#.NET cert), you may want to play that up a bit, and write some tools, or prototypes, or shaders, and find more of a position as a technical artist. If you've also got wireframes and UV-layouts that are efficient, you might have some luck applying to Americana in Joburg (http://www.americanagames.co/).

    Good luck!
    Thanked by 1critic
  • Thank you very so much for the input. I see what you mean with the lumpyness of the cloth of the ice man. I am also currently working on a face sculpt as well, because its as you said I haven't shown that I can do any of that. And maybe also I will add an interior done in the engine. But I really appreciate the all the feedback, it's going to help point me in the right direction :)
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