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(Portfolio) - Benjamin Rijsdijk - 3D Modeling / Texturing

Hey everyone!,

New member here with his first post :)

I have been modeling for 2 years, learned it at school and I just finnished my first year specialising in Game Design (with 2 more to go)

In January i will need to get an internship for 6 months and for that I am now preparing my portfolio.

I just wrapped up all making some good renders/images from everything i already made and put it in a nice pdf file.
Been checking this forum out for a few days and the community seems really nice and helpfull so i thought i'd register to get some feedback and help on previous and coming work :)

Here is my portfolio so far: http://dl.dropbox.com/u/25834271/Portfolio_Benjamin_Rijsdijk_3D_Artist.pdf
I can not host a website yet myself so this is temporary to show it on here.
Edit: unstable link, won't allways work, will try to fix it asap, sorry
Edit 2: Another link added, hope this one works better: http://www.fileden.com/files/2011/7/7/3163930//Portfolio_Benjamin_Rijsdijk_3D_Artist.pdf

Any feedback/comments are welcome!

The Lotus 49 shown at the end is part of a new project i started for myself to cover several aspects (and as much possible) to expand my portfolio before i start emailing it to companies.
I will make a WIP thread for that project in 2 or 3 weeks because i am leaving for a 2 week vacation in 2 days so :poly124:

Anyway, check out my work and tell me what you think so far.

Cya around ^^

Replies

  • Tenchi
    Might just be on my end but your .pdf loads up momentarily and then refreshes to a blank page. It would be better to have a website.
  • ShadowBrain
    Awesome man, I'm starting my game design course in august, at the exact same school.
    This makes me more excited!
  • Wombatinahat
    Work on your texturing. a the minute everything is looking pretty muddy and unrealistic. And I agree this work would be best presented as a website rathwer than a pdf.
  • Shaper
    I wont comment on the artwork as i didnt get to see it. It took so long to load that i dropped it. Thats a bad sign, if you are going to show something, make it on a simple page with easy navigation. Dont include the art in the pdf.
  • Benjami
    Ah i checked if the pdf worked before i posted but it seems the link is unstable sometimes, after reading the posts here it doesnt allways load up here too, sorry guys :(
    I can not host a website yet myself but i will definatly look into it later on.
    This was just a temporary thing to show on here, i know good presentation is important.
    Awesome man, I'm starting my game design course in august, at the exact same school.
    This makes me more excited!
    Thanks!, it's a great course i hope you will like it too, you need to do some more experimenting outside of school and sometimes approach the teachers for something extra if you want to get to this kind of stuff though but you will see ;)
    Work on your texturing. a the minute everything is looking pretty muddy and unrealistic. And I agree this work would be best presented as a website rathwer than a pdf.
    Yea texturing is something I definatly still need to work on and i find it pretty hard to get a good realistic outcome, this is one of the reasons i came to this website though, just to improve ^^
  • tekmatic
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    tekmatic polycounter lvl 11
    Yeah I would recommend that you build a site like the previous poster mentioned....lots of free hosting website out on the net.

    My company blocks DropBox :poly127:, so I can't see your pdf !!
  • Serp
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    Serp polycounter lvl 17
    Try texturing something simple like a barrel and make a wip post on this forum. Keep working on the model until the guys are happy with it.
  • Benjami
    Added another link: http://www.fileden.com/files/2011/7/7/3163930//Portfolio_Benjamin_Rijsdijk_3D_Artist.pdf
    I hope this one is better, else there isn't anything i can do about it now, sorry
    Serp wrote: »
    Try texturing something simple like a barrel and make a wip post on this forum. Keep working on the model until the guys are happy with it.
    Good idea! :) will make some simple props for my new project as well so i will do that when i start on those in a few weeks ;)
  • Tom3D
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    Tom3D polycounter lvl 8
    like everyone else has mentioned the texturing is letting your work down at the moment, better textures and lighting would really up the presentation
  • SouthpawSid
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    SouthpawSid polycounter lvl 7
    Textures yes, but the topology is also pretty bad on everything. Well, not bad, just, not for games. Now I mean no offence by this at all, but you model like an animator. Lots of edge loops everywhere with little to no optimization what so ever. Most of your props could have half the geo count easily without changing the shape or res of the model. Good luck and keep going!
  • octokitty
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    octokitty polycounter lvl 14
    why can't you use a free website service like carbonmade or something? What you have right now loads pretty slow and i almost gave up on it. Employers won't like that... I'm not sure why you did a pdf also, I've never seen anyone do that.
  • ShadowBrain
    octokitty wrote: »
    why can't you use a free website service like carbonmade or something? What you have right now loads pretty slow and i almost gave up on it. Employers won't like that... I'm not sure why you did a pdf also, I've never seen anyone do that.

    It's because at the school he attends, all the teachers really like the PDF file format for some reason.
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    all his teachers are retarded, if that's the case.

    i say that in 100% seriousness, and with all due respect to the mentally challenged.

    PDF's are good for resumes... not portfolios. I have been in the industry for 10 years now... I have NEVER hired anyone who has submitted their portfolio as a PDF... mostly because no one has ever submitted their portfolio as a PDF.

    Roughly 0 in 10 artists (in the game industry) use PDF format for their portfolio...

    Is this horse dead yet?
  • nfrrtycmplx
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    nfrrtycmplx polycounter lvl 18
    Also, I tried opening said PDF... and it said that a font was fucked, and there was insufficient data for an image... direct quote about the image thing...

    then all the images seemed to make a jigsaw puzzle effect. overlapping one another and just being a giant pain in the ass.
  • SouthpawSid
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    SouthpawSid polycounter lvl 7

    Roughly 0 in 10 artists (in the game industry) use PDF format for their portfolio...

    Is this horse dead yet?

    Murdered. ^ SO true.
  • achmedthesnake
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    achmedthesnake polycounter lvl 17
    don't want to derail this but - try dreamhost for website hosting - or atleast someplace you can independently store your images..

    in regards to your portfolio - yah i agree with the others about the the ugly pdf format uggggghhhh (fine, do one for your teachers if your submission requires it - but you do need to have an alternate portfolio on the web)


    The assets that I can see so far are...good, but they all seem just straight diffuse painted assets (correct me if I'm wrong). If you're going to use udk to display your assets, maybe try your hand at some more modern stuff like normal mapping (or maybe the school will cover that in future tasks?)
  • Benjami
    Relax about the format guys, i know it now allright?

    I know normal mapping and its used on some of the assets but as i said i still didnt get hold of texturing very well and i like to improve it with some help of some of you guys.
  • Snader
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    Snader polycounter lvl 15
    First of all, you can use dropbox as an impromptu web server. Just toss your site in a subfolder in public, and hand out the URL to the index page. Like this: http://dl.dropbox.com/u/448525/Website_experiments/Flexible_Scalingboxes.html

    Second, GLR doesn't really teach how to make efficient game art. During my time there, no attention was given to modular workflows and polygon efficiency even after I asked for some. They seemed to focus more on very specific things such as 'how to import a model into UDK' instead of the basics. Which (IMO) isn't great seeing as the chance you'll be directly working with UDK later is rather small. So if you wanna get really good at 3D, I'd say stick around on Polycount - these guys are wizards.

    On your work, you say that you need help with texturing - but you just as well need to work on your modeling. There are TONS of wasted loops in your models that are 100% unnecessary - for instance the sideskirts of the RC car, the super dense area on top of the Lotus' front hood, and about... 50% of all the loops on the helicopter main body.
  • Benjami
    Snader wrote: »
    First of all, you can use dropbox as an impromptu web server. Just toss your site in a subfolder in public, and hand out the URL to the index page. Like this: http://dl.dropbox.com/u/448525/Website_experiments/Flexible_Scalingboxes.html

    Second, GLR doesn't really teach how to make efficient game art. During my time there, no attention was given to modular workflows and polygon efficiency even after I asked for some. They seemed to focus more on very specific things such as 'how to import a model into UDK' instead of the basics. Which (IMO) isn't great seeing as the chance you'll be directly working with UDK later is rather small. So if you wanna get really good at 3D, I'd say stick around on Polycount - these guys are wizards.

    On your work, you say that you need help with texturing - but you just as well need to work on your modeling. There are TONS of wasted loops in your models that are 100% unnecessary - for instance the sideskirts of the RC car, the super dense area on top of the Lotus' front hood, and about... 50% of all the loops on the helicopter main body.
    Ah that seems good, just need to get help on a website though im not really good with making those.

    About GLR, YES that is one of the main problems i have with the course, they only teach how to do it all but not a single thing is spend on teaching what polycount certain types of models should have and what kind of texture space is assigned to them.

    I can make models more efficient, definatly, but if i dont know the estimate of what the max polycount/texturespace is i am completely lost so i just keep on going, thats why i registered here.
    I'll definatly get help on the Lotus here because that isn't finnished yet, the rest is just done though, if i can make enough new good models in the coming months i'll probably take the rest out of the portfolio.
  • MephistonX
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    MephistonX polycounter lvl 9
    yer i agree with what the others have said, the topology of your models looks like you made them for sub-d then didnt remove the retaining loops.

    as others have said make a quick website with your current work to make a frame for how you want to lay out your site, then concentrate on creating new and improved stuff to go in the portfolio

    most of your stuff just needs some tweaking to get it there
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