Monday, 5 October 2015

Portfolio Presentation and marketing methods

During the week we had a task to get in to a team and review 5 good and 5 bad portfolios of artists be they in industry or not. This task helped me to understand a few things like, which is better for presenting yourself, quality or quantity, what type of layouts are good and what bad, what interests people about your work and draws their attention. These are all things that I have to consider and take in mind when I am working on my portfolio.
One of the key things for making a portfolio is to establish an identity, which could be done in a manner of ways, like making a logo, colour pallet or create a demo reel and online presence that will let your work speak for its self. One such example on the web is an artist named Torfrick who has made a simple portfolio with lots of big images of his work that are easy to access as shown in the image below.
http://www.torfrick.com/

His website has a simple layout that showcases his work and in the menu tabs above he has links to tutorials that he has done and also an art blog, which is really good to have in a portfolio, because you can include break down images of your work in progress and show how you have gone about doing something and how you have approached a problem that you had, which are all good things that an employer can see and will be interested in the way you work, not only the quality of the work and the final render.
However, one of the downfalls of Torfrick's portfolio website is the navigation between the different links and the reason that you have to go back and forth to what you were looking before that. But over all his work is the one thing that sells its self and maybe that's could be the reason why he is so popular.

For me as a character artist that wants to go in to the games industry a good way to show my characters in my portfolio is by giving examples of T-pose with wireframe that will showcase the topology of my characters ans also dynamic poses that can give examples of the personality of the character. A T-pose could be used to show a breakdown of your character and examples of topology in the different areas of interest in the character, like the head and how the topology is build around the mouth, eye and nose which are the key areas in the face that will move if animated. Creating a dynamic pose for your character could be useful to bring out more personality of your character. The pose of the character depends on the personality and look of the character that will determine if its going to be an action pose or a more natural pose.
I good example is some of the work that Adam Skutt, the character lead at Ready at Dawn that worked on the characters for The Order 1886, showed in the ZbrushCentral web page which you can see in the images below and on this link: http://www.zbrushcentral.com/showthread.php?193491-The-Order-1886-Team-Post


These images give a good example of posing your character in a more natural pose that is part of his/her character and personality.
And some of these images give examples of posing your character in a more action pose. Source is Alejandro Peraira, limk: http://alejandropereirastudio.com/?page_id=64#all



What Peraira has done is to pose his characters in to a more dynamic poses to showcase the personality of the character and his mood, as well as that some of these character sculpts are created to be used for 3D figurine, so the approach and final goal is different to creating a game ready character.

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