View Single Post
Old 11-19-2007, 10:10 AM   #6
Thumper_34
Member

Activity Longevity
0/20 20/20
Today Posts
0/11 sssssss59
Location: New York
Default

"The advice is valid but your credentials don't put you in a position where you can judge what advice will make someone's portfolio stand out considering you have never been in that position to make that decision."

I know that I have never been in the position to look at employee portfolio's but there are certain things I do know that will make everyone's portfolio better. I just went through a portfolio class and it motivated me to right this article on what Ive seen a lot of people do wrong or right.

"The advice you give is high level and doesn't detail what employers want to see in a portfolio. For example, a character animation portfolio piece would be accompanied by supplement detail on how it was constructed such as screenshots of the rig, texture layouts and model complexity (wireframe renders). Maybe even concept drawings,"

"One thing to avoid in portfolios are cliches. In my experience, nothing turns off a viewer then seeing another 'generic space marine' or 'space fighter'. Be as original as you can and emphasise work that you have done in your own time over coursework done in education (only if it is the same level of polish)."

Yes!! I will add something about that to my tips


The article is generic, it wasnt just for 3d, although some of the examples are 3d. A lot of it I read and I was like hmm.... I remember my teachers talking about that.

Thanks for the Crit it was very helpful. I wasnt trying to sound like I new everything. Just wanted to help out some of the people working on portfolio's like I am now.
__________________
Thumper
Thumper_34 is offline   Reply With Quote