Welcome to Polycount
Be sure to check out the article from the
Your Portfolio Repels Jobs thread. Then polish up your site/demo reel, then keep cranking out better and better work until you land a job. Good luck and keep at it
As for your current stuff.
Website:
I think you should get rid of any intro/splash pages and link people straight to your gallery.
For your gallery ditch the pic lens thing and go with straight up html and images. Loading different plugins to see your work is quite irritating, makes your work look worse, and makes it take too many clicks to get to your work.
Your resume page is sort of blinding being pure white words on pure black.
Demo Reel:
Is this for a game art job? If so then:
Way, way too slow to start to get to anything interesting. Imagine if someone was to watch your reel without any sound as I did, what kind of impression would it make then? I think you should take out the shots that say "Breakdown" they aren't necessary.
It might that because I'm an environment artist that I find your Werewolf Village the most interesting, you should put that first on the reel. The problem with the Werewolf Village though is that you barely show any breakdown info. Same for everything else where are the triangle counts on assets? where are the texture sheets?
The old film style post effect is hurting the evaluation of your models as it's making everything less visible and clear. I think the "breakdown" shot of your aircraft hanger looked much better without all the effects.
Artwork:
Is this supposed to be a game art reel? If so your aircraft has like a million extra edge loops that aren't contributing to it's silhouette.