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Althalus
October 17th, 2007, 07:22 PM
I was never one for introductions so I'll just get to the point...

What are the general things colleges are looking for in a portfolio? I've been doing plenty of different 3D pieces in Vue and Zbrush, but every time I create something in Vue it just feels like...well it just feels like it isn't a show of skill. No matter how many custom environments/atmospheres/materials I make, it feels like I'm really just moving things to different slots and messing with some sliders. Making a random terrain object doesn't exactly feel...skillful either.

As for Zbrush, I feel comfortable in my basic skill to make characters, but they're just that...basic characters. I'm sure that an art college sees tons of those, and I feel like submitting one or two great characters would just seem like my portfolio would be...incomplete/rushed.

I've already been offered a $10,000/year scholarship for academics, but I don't think my two high school art classes (even those were just an A and B, so a year long total) will look very impressive to my applicant reviewers. So for those of you who are knowledgeable on this whole deal...about how many pieces would you suggest submitting, and what should I try to "show off" so to speak?

Thanks for any and all help.

moroi
October 17th, 2007, 07:42 PM
First check the schools you are applying for. They all have requirements on portfolios, usually specifying how many. (I think for me it was around 18?)

Also, there is more than just a portfolio and grades. I think just about every school wants an essay of intent, 2-3 recommendation letters, application form and some require outside artwork besides the portfolio (RISD requires 3 pencil drawings of a large size and specific subject matter)

Besides all that, why in the world are you only including 3D computer art? Most schools from my experience want to see your traditional skills (emphasis on life drawings).

Althalus
October 17th, 2007, 07:50 PM
First check the schools you are applying for. They all have requirements on portfolios, usually specifying how many. (I think for me it was around 18?)

Also, there is more than just a portfolio and grades. I think just about every school wants an essay of intent, 2-3 recommendation letters, application form and some require outside artwork besides the portfolio (RISD requires 3 pencil drawings of a large size and specific subject matter)

Besides all that, why in the world are you only including 3D computer art? Most schools from my experience want to see your traditional skills (emphasis on life drawings).

SCAD's portfolio is an optional thing, so there's no specific requirement.

I'm aware of that, but the portfolio is the only part I'm really stressed/unsure about. I have three teachers picked out who are writing recommendations for me at the moment (fortunately, SCAD specified they only wanted three =p).

My major is going to focus more on 3D, so I thought it'd be a good idea...but well...that's why I'm posting here. =p

I could do some drawings, I'd assume by life drawings you mean like...drawing from observation, various anatomical poses/studies and such, yes? Usually when I design creatures or characters, I create an image of their "skeleton" to figure out how they would work...it just seems to make things a little easier in the 3D modeling phase.

Thanks for the speedy reply and insight.

moroi
October 17th, 2007, 09:34 PM
Hey, I go to SCAD now so if you have any questions I could probably answer some.


Although SCAD doesn't require a portfolio, if you do choose to submit one there are guidelines. If you don't follow the guidelines, your portfolio gets tossed in the trash. ;)

http://www.scad.edu/admission/undergraduate/portfolio.cfm


Portfolio pieces should represent classroom assignments as well as independent projects and emphasize fundamental drawing skills in still life, nature, portraiture and figure studies. Whenever possible, the portfolio should demonstrate drawing from life rather than from photographs.

That's from their site. More finished drawings the better. Things on a large scale, attention to detail, and not from your sketchbook.