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My name is Rahul Venkatesh. Im currently unemployed/freelancing (are those terms interchangeable?) These are the first several images of a Character/Creature portfolio thats in the process of being revised and added to. Im ultimately looking for a job in character design for games/film. Im hoping you guys can provide me with a crit that will help me round out my portfolio. I feel like my 2 biggest issues right now are 1) not showing process work (thumbnails, roughs, etc) and 2) inventing color without reference. By the way, the pieces you see before you are wholly unreferenced, mostly because ive had an aversion to reference since many of my illustration classes in art school required it. Im working on changing that mentality, and have been trying to use ref more frequently (especially for color).
A secondary concern is applying for jobs from India, where im based now. Im eligible to work in the US, but have heard that applying from outside the country will greatly diminish ones chances of being considered. Once im done with my portfolio im considering applying to UK/European studios from India and if nothing works out, making a permanent move to the US to apply to the US studios... any thoughts?
Any comments, crits, and insights will be greatly appreciated!
and may the force be with you
Sketchbook stuff first (from new to old):
And now for the Digital Stuff (new to old):
The BG was an afterthought, an experiment in un-referenced color
This was my first attempt at transitioning from traditional to Digital
Amazing job Rahul!
These are really amazing works. I think your strong point is in character design.
As I look at all of it right now, it starts with more of a fine art/dark surrealist feel and then starts to get into the concept art realm. None of the pieces feel like finished production pieces which won't cut it if you want to make a pro portfolio. I think the direction is good however, so keep at it.
thanks wilkerson for taking the time to reply succinctly... peeped your work too, good stuff. the environments are convincing enough though many of the earlier images come off as too monochromatic or dichromatic. Secondly, if you added some architecture or "imaginative elements" to the landscape works you have done, it might be beneficial where design is concerned.
as you probably know, your character work and foundational anatomy could use some work. Either way, good luck wilkerson. and thanks for the reply
its good work but needs more hard work
Hi man. I like it.
But: Push it further. Polish it more. Rendering wise. Use wider value range. The last "Quasimodo" picture, it's done well but it feels like there is no focal point. Use stronger highlights, but only on areas you want your viewer to notice, that tell story. With Quasimodo it would be probably his deformed face, few blisters popping up more, nose, eye. Same goes with your character designs. Use fully saturated colors with more caution. (Red belt on ninja guy with spiky helmet screams wrong) Thin outlines flatten. (Right feet on Quasimodo)