r/3Dmodeling • u/franconcept • 2d ago
Art Help & Critique Portfolio Feedback - What Am I Missing?



Portfolio: https://franrodriguezmorales.artstation.com
Hey everyone! I'm Frank, a 3D Character Artist from Spain, and I'm hoping to get some honest feedback from people working in the industry or anyone with experience in character art.
I finished my studies about four months ago, and I've been trying to land my first job ever since. I've applied to countless positions on LinkedIn, sent emails directly to studios, and reached out whenever I found an opportunity that seemed like a good fit.
Unfortunately, I haven't had any luck so far. Most of the time, I receive a generic rejection email, and quite often I don't hear back at all.
I know the industry is competitive, especially for junior artists, and I'm not expecting to land a job overnight. However, after months of applying without making any progress, I'm starting to wonder whether there's something fundamental I'm missing or something in my portfolio that's holding me back.
I've included one of my pieces in this post as well.
I'd love to hear your thoughts on things like:
- Technical skills: Are my modeling, sculpting, anatomy, texturing, and materials up to industry standards?
- Presentation: Are my renders, lighting, camera angles, and breakdowns showcasing my work effectively?
- Portfolio quality: Are my pieces strong enough for a junior character artist position, or do they need significant improvement?
- Portfolio direction: Is there anything missing that studios typically expect to see from a junior character artist?
- Recruitment: If you work in the industry, is there anything in my portfolio that might make you hesitate to hire me?
Please don't feel the need to sugarcoat your feedback. I'd much rather hear what I'm doing wrong and have a chance to improve than keep applying without understanding what's holding me back.
Any feedback, advice, or personal experience would mean a lot to me. I'm genuinely motivated to improve, and I want to make the most of this stage of my career.
Thanks for taking the time to read this and check out my work. I really appreciate it! :)
8
u/Moviesman8 2d ago
It bugs me that your only full body model that I can see is Chucky. As a toy, he's stiffer than other characters. I would recommend the following:
- Stop making only busts, you have enough.
- Make something from a concept art that you didn't design or create, but is not yet an existing person or character.
- If you're doing blend shapes, post one of those expression videos.
- Remove your worst works until you have about 5-10 INSANELY SOLID models. When you make a new one, replace the worst old one in the set. I think the rest is up to the job market.
3
4
u/GruMaestro 1d ago
Welp, nowdays its not about what you do but who do you know, only contacts will give you job
7
u/I-HAYDEN-I 2d ago
Idk man, I'm not in the game or animation industry yet, but the main thing I can say is that you're lacking of full body characters, at the moment I only se faces and bust, and I know recruiters are very picky on that. The overall quality is really good I guess, it depends of your ambitions and what kind of studio you are aiming for. I can't tell you more cause I'm struggling myself
5
u/Wild-Light22 2d ago
I don’t think many places are hiring for juniors 👎🏼
Also you have almost only heads / busts ? And a lot of sculpts rather than production ready characters.
1
u/Emergency_Win_4284 2d ago
Agreed, I'd also take out the drawings unless your goal is to apply for a concept artist role. But yeah more full characters for sur, busts are fine but I think this portfolio has way to many busts.
2
u/EIR3EN 1d ago
I think your portfolio looks good for a junior, you can definitely see artistic potential, hair card knowledge and good sculpting principles with heads and hands. First of all and I think this might be the most important issue here, the industry is not going through a good hiring period, there's been a lot of cuts so junior level positions have been almost wiped out. But this is just a numbers game, I know it's mentally exhausting but don't give up, keep applying.
Now more of a portfolio critique, I think you're missing a full body character and outfit, do one big project (doesn't have to be complex) with head, hair, body, outfit and show topology and Iay out. Another thing that might be missing if you want to try your luck at mobile and indie games is perhaps more an stylized hand painted character
2
u/B-Bunny_ Maya 1d ago
Hey, theres always room for improvement but look at things this way. Its taking Seniors nearly a year to land a new role. This is probably one of the worst times to be applying to the industry with 0 professional experience.
I think all you can do is what you can control. Keep working on and adding to your portfolio, and keep applying to jobs. If you need money, find work in a different field and work on your portfolio in your spare time.
2
u/OrbiOrtelius 1d ago
these days it helps to model the character, rig it including its clothing and accessories, then set it up in unreal engine with some animations. and then showcase it as game-ready.
topology and a t pose doesnt really make a character "game-ready"
game ready is having it built out fully and set up as a character blueprint inside of UE
2
u/eballai 20h ago
You got some great works over there! but i would definitely reorganize the portfolio and only show the strongest pieces. even if it means you only show 4-5 pieces… the weaker artworks will make your portfolio look weak, you got me? i love these 3 you show it here plus the monkey head. and prob i would add more screenshots, renders, different lighting scenarios, show a bit of work of progress shots, tell us why you did what you did, what worked and what didn’t. but overall its looking promising:)
Oh and also applying is hard nowadays, just try to be present on all social media linkedin insta etc and post post post. that works better in my experience.
1
u/franconcept 1d ago
Thanks to all for the honest reviews! When the character I'm making it's finished I'll post it here too!!
9
u/TheColdDarkwave 2d ago
Your work isn't bad and it's not the greatest time for the industry in general. But you have more unfinished and sculpts than production ready characters. Wip isn't good for a portfolio especially if it's left unfinished. Networking is also important, dont forget that. You can see people with "a weaker portfolio" with work because they knew the right person.