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Lovas Krist

grand marshal polycounter
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Obscura grand marshal polycounter
Hi, I just finished my portfolio, so any critique/feedback would be welcome! :)
http://lk3d.carbonmade.com/

I would like to say a very big thanks to the whole Polycount community, because I learned the 50-60 % of my knowledge from here. So thank you PC!

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  • Nosslak
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    Nosslak polycounter lvl 12
    I think it's decent, but it could be better for sure:
    1. Only show your best work, your portfolio stands and falls on your worst piece. When you add a new piece to the portfolio remove your worst.
    2. I cannot find more specifically what you want to work as than 3D artist (with specializations in every step of the content creation process [really!?]). It looks like you want a job as an environment/prop artist or maybe shader programmer, but I can't definitely tell.
    3. Don't show your studies, instead implement what you've learned into the real project (e.g vertex blending for the UDK bedroom).
    4. Hand-painted textures use them on some models or leave them out.
    5. Are you a game artist or an offline one? Decide on one and then use realtime or offline rendering accordingly.
    6. Many of your models look un-finished texture-wise as most of them seem to only have flat colors with some baked maps mixed in (sometimes with a photo texture overlaid as well). There is no wear or grunge or unique details on most of the textures. They don't have to look like they belong in Fallout or Gears of War, but IMO most of these shouldn't look like they're straight from the factory either. I am looking mostly at the guitar.
    7. Make it possible to click on the thumbnails to either view more renders/info on the model or at least a bigger version of it.
    8. Add some technical details regarding the polycount, texture sizes and maybe also some texture flats (along with the models they're used for as opposed to the handpainted textures.

    Some of these might sound a bit harsh but you asked for feedback.

    Here's what I liked:
    - Bedroom scene, but grunge it up a bit and add more furniture/props.
    - The pillar, but tone down the specularity a bit (unless a wet pillar is what you're going for).
    - The chest. It needs to be grunged up and the material definition on the metal could be improved (I can't tell what metal it's supposed to be), try coloring the specular. Render it in real-time too.
    - Temple scene. Add some more props and improve the lighting. Also render it in real-time.
    - Cannon. Add some dirt or rust to it and you'd be golden. Also render it in real-time.
    - Distortion pedal, again some light grunge and wear/tear and it'd be good.
    - Real-time lighting building, this one looks great but I'm not sure it's yours as it looks very different from the rest. If something isn't yours you should clearly state it and tell us explicitly what you did.

    Good luck!
  • Obscura
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    Obscura grand marshal polycounter
    Hi, thank you for taking your time to reply to my post!
    1. I wanted to show my older and newer stuffs too for comparison
    2. I mostly looking for a real time environment/prop artist job, but how I wrote on the about section, I can make real time and rendered things too.
    3. I wanted to show that, I can make complex real time shader, real time and precomputed lighting.
    4. Maybe I will remove them
    5. Written in the second answer
    6. The plastic/painted metal models are a little untextured, you are right. But I don't think that everything needs to be overrusted,etc. This guitar/guitarstand/pedal have 0 grunge in the real life.
    7. This is not possible with the free version of carbonmade.
    8. These are all "lowpoly" models, and I think its clearly visible on the pictures. I wrote about the textures under the pictures.

    - for what you say about the realtime lighting/house--> Its mine...

    Thank you once again, this is the first version of my portfolio, I wanted to show as much things as I can from my repertoire.
  • Anthy9986
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    Anthy9986 polycounter lvl 7
    Nosslak makes some good points. Here is some things I didn't see him point out:

    Some of the renders aren't doing justice to your models your guitar for instance is a black guitar on a black background shown from a weird angle and that's it. I personally would want to see it on a light colored background and more shots of it with wireframe, textures and breakdown shot.
    Uniform render sizes would help also to keep things feeling together.
    Overall I think if you put some love into displaying the stuff just like you clearly have into making it I think it will present 10 times better :)
    Also put a Resume on there.
  • Obscura
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    Obscura grand marshal polycounter
    Hi, I will make a better shot from it. Its textures are not too interesting, because the diffuse is almost just colors (excluding the neck),gloss also, and the spec is a little better because it has noise. I thinking about to modify this guitar, with a mask file for it, instead of separated diffuse/spec/gloss map, so its colors could be changeable with a shader.Later maybe.

    I have Resume, check out the "About" section :)

    I will trying to give more love to the presentations in the future.
    Thanks!
  • Nosslak
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    Nosslak polycounter lvl 12
    Obscura wrote: »
    1. I wanted to show my older and newer stuffs too for comparison
    If I were a recruiter and saw your site I'd assume that your old models represented the quality you would output today in a project. I can see the dates but if you're not happy with the models and they could be better I think you should either remove or revisit them.
    Obscura wrote: »
    2. I mostly looking for a real time environment/prop artist job, but how I wrote on the about section, I can make real time and rendered things too.
    In that case I think you should write that. Also, honestly, trim down the specialties box. From what you have shown on your portfolio, I can't see that you're a specialist in many of these (as you only post the textured lowpoly without showing the highpoly or texture flats). Some of your scenes could be lit better too (especially the temple).
    Obscura wrote: »
    3. I wanted to show that, I can make complex real time shader, real time and precomputed lighting.
    Yeah, I get that. The problem is that many of the studies aren't implemented in the bigger projects. The vertex blending could do wonders for the UDK bedroom or the temple scenes. If you had done this you could have broken up the generic texturing a lot and IMO made a better piece.
    Obscura wrote: »
    6. The plastic/painted metal models are a little untextured, you are right. But I don't think that everything needs to be overrusted,etc. This guitar/guitarstand/pedal have 0 grunge in the real life.
    I concur. There would probably be some kind of marks from shoes or maybe bare feet (not so much from socks) on the pedal or otherwise some dust at least. I think you sometimes need to exaggerate wear/tear to make something look interesting.
    Obscura wrote: »
    7. This is not possible with the free version of carbonmade.
    Then maybe you should look elsewhere. The design that you currently have would be pretty simple to code. It would make you look a lot more professional if you would get your own domain with an email connected to that as well. A domain and webhotel are pretty cheap nowadays, you could get both from about $15/year, so I'd go for that.
    Obscura wrote: »
    8. These are all "lowpoly" models, and I think its clearly visible on the pictures. I wrote about the textures under the pictures.
    The fact that you are rendering the lowpoly objects with an offline renderer is what threw me off. For me I'd want to render game models in a setting as close as possible to the intended purpose (meaning real-time render engine).
    Obscura wrote: »
    - for what you say about the realtime lighting/house--> Its mine...
    Alright, what confused me here is that the building is so much better than some of the other models under the modelling section (AK47 and guitar stand especially) that I thought it was strange that you omitted that and like I said the style differed from the rest. I hope you didn't take any offense.
    Obscura wrote: »
    Thank you once again, this is the first version of my portfolio, I wanted to show as much things as I can from my repertoire.
    Yeah, no worries. Also don't show too much in the folio, I'd limit mine to maybe 5-10 of my best models.
  • Snader
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    Snader polycounter lvl 15
    Just a quick comment for now. If you're showing off a lot of UDK shader work and such, it might be a good idea to include (part of) a nodegraph on the titlepage thumbnail. Right now it looks like 4 weird green blocks.
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