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Topic : "hello gents...important story enclosed.." |
TeTsUo junior member
Member # Joined: 25 Jan 2001 Posts: 42
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Posted: Mon Jul 16, 2001 8:26 am |
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Hey all...i have placed up a very loose web page of my work that i have done over the years. Im trying to attain a position in the graphics industry...mainly illustration or some type of digital graphics medium. I am asking that you take a look at my portfolio and give me some suggestions as to make it better...or edit out things that shouldnt be there...etc etc.
Thanks in advance.
http://home.nycap.rr.com/tetsuosdream
ThE MaD
[ July 16, 2001: Message edited by: TeTsUo ] |
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Shadowman member
Member # Joined: 26 Oct 2000 Posts: 282 Location: Glen Ridge N.J. USA
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Posted: Mon Jul 16, 2001 8:21 pm |
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Dude your thumbnails are the same files as the links. The whole concept of a thumbnail is that it loads fast. Save your files at a smaller size and with a lightly different name than the original and if you know how optimize them to load quick. Will greatly improve your site. |
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TeTsUo junior member
Member # Joined: 25 Jan 2001 Posts: 42
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Posted: Tue Jul 17, 2001 2:19 pm |
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someone responded!!@@!@$!@%!% WOAH!! Ty btw |
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balistic member
Member # Joined: 01 Jun 2000 Posts: 2599 Location: Reno, NV, USA
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Posted: Tue Jul 17, 2001 2:58 pm |
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Your work really isn't of a professional calibre. You should take some art classes (a community college will do) and learn about composition, color theory, and observational techniques. As far as the 3D goes, you should probably pull that stuff right away. Chrome spheres and fractal landscapes don't demonstrate any skill or ability to reproduce the real world, and they will generate mocking laughter from just about anyone who reviews a lot of portfolios. Show me that you are capable of creating something in 3D that looks real . . . use reference material.
Being a professional artist means that you can't just make stuff that looks cool to you, you have to be able to translate someone else's idea into pictures.
I'm not saying you don't have potential, but I couldn't see anyone hiring you as even an entry-level artist with your current portfolio. If you can get some good instruction, and practice your brains out, you can do it . . . start with drawing the real world, from direct observation . . . its the only way to start "seeing like an artist."
Best of luck, I hope you didn't find me too blunt. |
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zero21 member
Member # Joined: 13 Nov 2000 Posts: 128 Location: New Zealand
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Posted: Tue Jul 17, 2001 4:48 pm |
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More design stuff, and alot of the work seems to me to be "fantasy" type based. This is cool I have nothing against it, but you probably want to have a wider range of subject more towards the sort of commercial stuff like on posters/billbords etc (thats where your looking to work yes?)
Lastly don't knock the idea of the short courses that the last person spoke of. I am useless at this stuff and are doing a Graphic and Design night class at the local uni here. It's not rocket science, but I am learning and having the interaction with the others there is good. It won't do any harm and you will come out the other side with more work to your credit you can use as portfolio material. (thats the way I am looking at the course I am doing now)
Im no expert, just my thoughts, hope this helps, if not, hope it didn't hurt any |
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Isric member
Member # Joined: 23 Jul 2000 Posts: 1200 Location: Calgary AB
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Posted: Tue Jul 17, 2001 5:49 pm |
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hmmm...how long did it take to accumulate all this? 2 weeks? 3? I would concur about taking classes, or just get a mentor. That's what will get you into the buisness. I also agree that you should pull those 3d images. Back in 1990, that sort of thing would knock the socks off a small illustration studio, but this is where classes can come in. Take a few 3d courses in newer programs, that'll get you up to date so you don't get laughed out of the building (I've seen this happen, it's not pretty, but they never forget it). Hope this doesn't sound to harsh, but in this 'everybody's a winner' age, its good to get this reality dosage now before you start on the maiden voyage. |
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blurry_6 junior member
Member # Joined: 14 Jan 2001 Posts: 18 Location: Mill Creek, WA, USA
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Posted: Tue Jul 17, 2001 6:56 pm |
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The big problem I have with your work (not the webpage, though my comments are applicable there as well) is that it's entirely lacking 'polish',...know what I mean? There doesn't seem to be much effort to 'finish' any of the pieces. If you really think about it, I think you'll agree. Everything there is kinda half-ass, like you were too lazy to really labor over resolving the bugs in the image/design to make it good.
Hey, I'm guilty of this as well at times. Hell, everyone is at one time or another. I start an image that overall is going the way I like, but I only really finish the certain areas that hold my interest, or I'm not motivated enough to really resolve that little problem with perspective that I know is there. There's even a word for it, it's called 'laziness'.
What do you think? When you take these pictures and slap them next to a professional's graphic design / 3D Model / illustration / concept design, do they stack up? I know this sounds harsh, but that's just my impression of your work: while it has potential, overall it's lazy in its execution. But keep reading 'cause there are bright spots.
DRAWINGS/ILLUSTRATION: I do see potential. You seem to have a pretty good grasp of the figure and proper perspective, but you obviously became bored with each piece and stopped working on them because,...I don't know, you tell me? While each piece works on some level, it doesn't on several others and it's obvious you made no effort to REALLY resolve the problem areas.
GRAPHIC DESIGN - Not bad, but again, nothing with real polish. I'd follow the advice of the previous poster's: go take some design & composition classes, you'll only better yourself and have a chance to interact with others who share your interest.
3D - Nothing personal, but "that ain't 3D". It looks like a material test render. Playing around with Bryce is fine, but if you really want to work in 3D you need to really model, texture, light, and animate something - spheres and assorted primatives are not an option.
Art is hard. I know the pros make it look easy, but it's just as hard for them as well. Sometimes it takes Herculean effort to resolve a problem image, but it needs to be done. As an artist, you should settle for nothing less. I know it's hard to do at times, but you can't fall in love with every stroke you put to the page, sometimes you have erase or paint over a portion of good work to make the image work as a whole. That's not say that every sketch or doodle you do needs to be perfect, but your finished pieces should at least display the effort to do so.
From what I see, I actually think you could do it, but are you willing to demand the level of perfection from yourself to do it. That's the real question; are you up to the challenge of always striving for perfection in your work. It's a quest, and it ain't always an easy one, but I wish you the best of luck on yours.
Regards. |
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MoleculeMan member
Member # Joined: 12 Jul 2001 Posts: 324 Location: Chicago
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Posted: Fri Jul 20, 2001 10:41 pm |
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I would say that the problem with the portfolio lies in the fact that most of it seems to be just sketching, (like blurry said) and not a finished product. I am definately not a professional, but it seems like a portfolio should show not only the best that you are capable of, but how much you can do. It shouldn't be stuff from your sketchbook. I might be completely wrong, but it seems like a portfolio should jump out to a future employer and say "look what i am capable of". |
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