looks pretty good but can you post the original-size flat instead of the zoomed in screencap from PS?
Posts by kleinluka
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As a general rule, the less clicking you have to do when reviewing portfolios the better. It might seem ridicolous to some of you but put yourself in a situation where you review lots of portfolios every day. You really learn to appreciate the ones with a straightforward and easily accessible design.
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i dont drive one but i want this:
[Blocked Image: http://img316.imageshack.us/img316/6543/jaguar1jp.jpg]
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yeah we want moreeeee
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I totally agree.
Also note that this was only one of many points.
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Quote from Section_Ei8ht
yes, klein, i realize that. No disrepect to you or anything. All I'm trying to point out is that you shouldn't say that flash are a turn off. Maybe for you. Maybe for the HR people you know. Not everyone likes flash sites, but not everyone hates them.
yes that's why i said
Quote from kleinlukaPersonally for me Flash sites are a turn-off.
i don't know what the big fuss is about. i just suggested people avoid it and gave valid reasons. its up to you what you do with your portfolio.
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Section_Ei8ht, I realize that but in case you didn't notice... this is a game art community. So of course I am talking about portfolios for game art jobs.
And yes, there's nothing wrong with a 'healthy hybrid of both' ... the sad part is only that most people don't know how to create a healthy hybrid and "overflashify" their portfolios. I've seen it so many times.
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I didn't have Flash installed when I got my work computer. So there. The whole point is that it's an unnecessary risk to take. It's for the individual to decide what he's gonna do with his portfolio but to me personally it's a risk I wouldn't be willing to take.
Personally for me Flash sites are a turn-off. The point of a portfolio is not to make your website unforgettable but to present work that is unforgettable.
A perfect portfolio to me is a single page with thumbnails to your art, a short description of what you do and who you are and contact information as well as a link to your resume. That is all. I don't want to click through 10 pages just to get to the 3D section. Also a problem with flash is that you cannot right-click and save elements.
I have eye-witnessed people's reactions about several portfolio sites and I can honestly say from a professional perspective that it DOES INDEED MATTER.
So once again, I advise you to keep your folios simple and to the point and to leave out unnecessary things.
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Yes it is. I have seen some of our HR people not having DivX installed to look at reels and me having to walk all the way up there and setting them up. You'd be surprised.
Avoid any difficulties that you can avoid.
I personally don't see the point of a portfolio site made in Flash to be honest. All you need for your portfolio is a page with clickable thumbnails of your work and contact information. That's it. When I'm hiring an artist I don't want to wait for flash animations to finish playing nor do I care about a button animation when I hover my mouse over it. The content is what counts and I need to be able to reach it easily.
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Nice article written by Jon Jones. Use these as guidelines when designing your portfolio and applying for jobs. After having looked at art portfolios nearly every day for about a year now I couldn't agree more with what Jon has written up here.
Direct link: [email='%7Boption%7D'][email protected]"[/email]
That's all he needs to know. Keep it simple.
3) Do I provide a clear line of action?
This is also important. Sadly, good art doesn't sell itself. It's one thing to present art, and it's quite another to funnel them toward offering you a job. First you serve up the art, and then you show them that they should offer you a job, and here's how to contact you. The easier this is, the better.
Here are two huge mistakes people often make along these lines:
[*] No stated desired position - The desired position usually isn't obvious. Most artists feel the need to put all their 2D art, 3D art, animation, illustration, paintings and even poetry on their website. That makes it impossible to divine what kind of position you're looking for! Be specific. Companies do not set out to hire generalists, they hire specialists. (Whether or not they ultimately USE them as specialists is another matter entirely.)
If they're hiring a character artist, seeing you say "I do everything!" isn't going to make them think of you for the job. It's easy: Be the guy they're looking for by being specific. If they're looking for a character artist, the more ways you can match the pattern they're looking for, the better. A good place to start is by saying "Hey, I'm a character artist."

[*] No contact information - If I like your work, how am I supposed to contact you? Keep it visible at all times and don't make them hunt for it. If you're concerned about spambots farming your favorite email address to add to spam lists, make a new email address solely for job solicitations and just deal with the spam.
That's all there is to it, really. It's simple enough if you think about it, but that's the problem: Most people don't. If you start thinking about it, you're already ahead of the game!
Thanks again to Jon Jones for the excellent article.
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It's a great start but its kind of a rough sketch. Would be interesting to see this shaded and colorized. Keep working on this

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firefox forever
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somebody should just email candace walker and see what happens. would be interesting to know
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keep on dreaming
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Actually D3, on that pic the doors seem too big. The doorknob is at the same height as his head almost.

Doing good scaling isn't easy
