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Hard Surface Portfolio

KnechtRuprecht
polycounter lvl 6
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KnechtRuprecht polycounter lvl 6
Hi Polycount,

I'm finishing school soon, time to make a portfolio! I plan to do a internship and after that, going to a college.
I've coded the website by myself with some help, which was an dumb decision, because it was a huge time eater. Some things are still missing obviously, like the little icon etc. Also my official email isnt working atm so i have set up an alternative mail.

http://moritzmayer.de/

I also have an model not uploaded yet, a bayonet for the M1 Carbine.
I think the VP 70 is my weakest model, its also my oldest. It has a messed up geo and 14000 tris lol, so i cant really show a wireframe. Should i take it out?
Also, my Portfolio lacks variety, because i have made most guns for various mods, and enjoy making them. I think i have to do some enviro art to survive on the job market.
I would love to hear some feedback. Thanks in advance!

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  • A-N-P
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    A-N-P polycounter lvl 6
    Your presentation is good. Clean and simple. I would recommend showing more technical information about your models such as texture sheets, triangle counts and wireframes for ALL your pieces. This shows you know how to efficiently model, unwrap and texture models.

    If you want to be an all round hard surface artist, make other stuff besides guns. There's plenty of other subject matter that isn't guns :)

    Also, the first 2 models are pretty much the same apart from the textures, I'd combine them into one piece or remove the least strongest one.

    And if you're not proud of a piece on your portfolio, take it out. How do you expect somebody else to be impressed by your work if you're not? :P

    One last thing, show your models in a real time engine such as Marmoset to show you understand the whole pipeline. If your models are currently rendered in a real time engine, make it clear. Say so in the description or have a small logo on the image.
  • silver_hoodlum
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    silver_hoodlum polycounter lvl 4
    As @A-N-P said i think the projects look too similar, you may want to add a different piece or a full environment (this can take more time)
  • KnechtRuprecht
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    KnechtRuprecht polycounter lvl 6
    Thanks for the feedback guys!
    showing more technical information about your models such as texture sheets, triangle counts and wireframes
    - Thanks will do this
    make other stuff besides guns
    - seems like i have to :D
    real time engine such as Marmoset
    - It's already in MS2, but you are right, i'll write it down somewhere, i just dont want to put so many logos and stuff on my renders.
  • luge
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    luge polycounter lvl 4
    Its to best to show on your renders as to what you used. Gives a better idea to employers as to how vast your knowledge. just seeing such things on your resume does not say much, visual proof helps. Also, they hit on the notes I would have made.
  • Oniram
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    Oniram polycounter lvl 16
    at your level now, id say going to a college would be a huge waste of time and money. most colleges will teach you basics, and fundamentals (very rough lessons at that), which it seems like youve got down pretty well.. now its just about constant repetition and growth. you can stick to just guns if you'd like.. there's a market for it. but just have some variety of different types of guns that show different disciplines.

    in regards to removing old work. each new piece you do should be better than your previous, and often meant to replace your oldest. that being said.. if you've got a solid 5 pieces (maybe 6 is a good number?), make a new one, bump off the oldest, and continue.

    dont worry about just having guns.. BUT it would definitely be to your benefit to do some exercises in general hard surface techniques. you dont necessarily need to make a mech.. but knowing how to make a mech helps. itd be hard to hire you if the only thing you knew how to make were parts of a gun.

    for reference.

    http://polygoo.com/
    http://cargocollective.com/tom3djay
    http://yaron-levi.squarespace.com/
    http://edgesize.com/
    http://www.pavelpetrenko.com/
    http://millenia3d.net/
    http://joerivromman.com/

    etc.
  • DWalker
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    I'd strongly recommend showing them in a common game engine (Crysis, Unreal, etc.); it should be very straight forward since they are all weapons.

    The brass & copper on the bullets looks more like plastic than metal. Are you using a monochrome specular for them?

    Posting texture sheets would help.

    The wooden stock looks very flat, more like paint than wood. Adding a VERY subtle normal map and having the specular very across the wood grain would help. The grain texture itself doesn't look realistic, especially with multiple knots.
  • SaboR1996
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    SaboR1996 polycounter lvl 8
    Models look great, Had to edit the post to fit the thread, commented on wrong thread by accident :p models look nice and you do really need some diversity in your models.
  • KnechtRuprecht
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    KnechtRuprecht polycounter lvl 6
    Thanks again for the feedback!
    going to a college would be a huge waste of time and money
    Here in germany going to a college is free, so it would only be a waste of time. But i see it more as a "backup" if couldn get a job, i have at least something.
    And thanks for the portfolio links, haven't seen some of them yet.
    I'd strongly recommend showing them in a common game engine
    Thats a good idea! Will do.
    Are you using a monochrome specular for them?
    I think the spec is too desaturated. Will fix this, thanks for pointing that out!
    If you are reffering to the M1 Carbine with the wood, you are right. Some people have already pointed this out, havent fixed this yet. I'm have to rework the whole wood i think.
  • KnechtRuprecht
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    KnechtRuprecht polycounter lvl 6
    Thanks again for the feedback!
    going to a college would be a huge waste of time and money
    Here in germany going to a college is free, so it would only be a waste of time. But i see it more as a "backup" if couldn get a job, i have at least something.
    And thanks for the portfolio links, haven't seen some of them yet.
    I'd strongly recommend showing them in a common game engine
    Thats a good idea! Will do.
    Are you using a monochrome specular for them?
    I think the spec is too desaturated. Will fix this, thanks for pointing that out!
    If you are reffering to the M1 Carbine with the wood, you are right. Some people have already pointed this out, havent fixed this yet. I'm have to rework the whole wood i think.
  • urgaffel
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    urgaffel polycounter lvl 17
    Studying art is never a waste of time. If you have a chance to study art at university/college, I'd go for it. And I mean "proper" art, not 3d art. Learning how to draw, doing lifedrawing classes, learning about composition, anatomy, colour theory and art history is not a waste of time.

    As for your portfolio, others have covered it already so I'll just say more variety would be good, and something more colourful than gun-grey ;)
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