I'd remove the zbrush guy, based on my own weird perspective. I feel if you have art on a folio, even as TA, then it should be close to production standards (sure, a nude male model is probably something of the highest difficulty). I think everything below that standard, even if they viewer keeps reminding themselves "yeah, he's just a TA" still drags the folio down.
Doesn't stop you from putting ZB on a resume - as TA leader I would quiz you a bit about ZB concepts so I know your way around (I'd be really impressed if I see Z Scripts!) but you'll not be expected to model a character anyway. OR show specialized ZB workflows you discovered. Sculpting is something everyone can do. But some of the new workflows recently introduced are very very powerful and they're just waiting for clever people (TAs? ;) ) to mess around with them and give some ideas to the production artists how to use them.
Otherwise the folio is a nice mix, good for a junior position, at least at my place, where juniors should be familiar with all kinds of things, because they'll start out in a support role until their strengths and weaknesses show and they're ready to specialize. My first impression by your folio would be env/fx/engine (udk, cryengine, etc) specialization or something with animation.
What else is missing? The environment part - I wish there'd be more Unreal stuff. Lots of people can model env assets, but it would be cool if you show stuff that lots of people cannot do. i.e. put your assets in Unreal, add atmosphere, lights, water, animation, fx and show you know what it takes to bring stuff together, and that this knowledge lets you assist, for example, the level team so you know what problems they may have and that you can then dig deeper to solve them.
Have pictures AND videos. If there's many folios to check, people may not have the patience to sit through every video. Add some pictures to raise interest, so some hurried people may change their mind. And if they don't watch the video, then there's still the pictures. win-win.
I'm also missing some piece where I'd really go "wow, that's neat - I wish we had this script/tech in our company!". (yes, the char modification is nice but not everyone does that in their game). I'm thinking more of a little helper tool that's either incredibly neat looking, or powerful, or nifty or all of that, or clever workflow. I remember seeing an ultra cool rock generator script somewhere for maya with a really neat UI which I'd love to have. Or some other guy made a super intuitive pose library... something that makes me go, I want that!
Last edited by Kwramm; 05-10-2012 at 06:46 PM..