gsokol Polycount Sponsor

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gsokol
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  • Too much red. With the concept, there was a nice, airy, somewhat neutral color, contrasted with that red.  from the curtains and carpets.  It served as a nice, punchy contrast, as well as a device to get me to look down the hallway. Where you ende…
  • I dig the concept.  I agree with Spoon.  I think you could do something really fun with making the hallway itself feel very dark and cold, and play up the green, maybe saturate a bit more to create a strong contrast between "life" and cold hard spac…
  • In my opinion, you are not ready to be applying for jobs yet.  I would stop applying and focus very hard on improving your portfolio. You have a lot of unfinished work, and some very basic props which lack complexity in detail, and material definit…
  • +1 for aeron.  Super expensive, but they have a 12 year warranty...so it would probably be worth it in the long run.  I have one at work, very comfortable to sit in for long periods of time.  My cheapo office chair frequently hurts my back...thinkin…
  • The wall pieces you have look nice so far. The Lebbeus Woods images look insane.  I'm very, very interested in seeing what you do with this. 
  • Floor is too smooth in my opinion.  I like a nice clean reflection as much as the next guy, but at this point, I cant tell what details are floor details and what are ceiling details being reflected.  In some shots my eyes were tricking me into thin…
  • Your shots in general just come off as very messy.  You have a lot of stuff in each shot, and its all fighting for attention.  I can barely make out the ground, I don't have a strong interest in the temple, or going inside. I took your first shot, …
  • For something like this, where its expected that a player could or would get inside, I would model the inside. 
  • Your surroundings and whats acceptable can vary a lot depending upon where you work.  At any time I could look around my office and at least half the people have something running, youtube, netlfix etc.  Nobody here really cares as long as your work…
  • I don't think I've ever heard of any studios drug testing folks.   That being said, if you consider yourself dependent on the stuff to do any work...you might have issue.  Nobody will care what you do in your free time, but they would probably care …
  • As others have said, nailing down proportions soon will help.  You may get a nice lighting setup that then looks funky when you adjust. Your lamp looks a bit small. the wainscoting boards are a bit thick, typically they are a kinda long and thin. …
  • Looks pretty clean to me!  Are you planning to bake it or just go with a mid poly approach?  I'm guessing you have a 50k budget based on your comments? Greybox for the garage looks pretty cool btw.  
  • Great work!   I think there are a few scale things that are bugging me.  Your wheels seem a bit small to support this thing, and the details that you added, the chain on the tires and the rope, seem a bit small and less exaggerated as everything el…
  • You definitely have some scale issues going on here. Your grass looks much larger than the tree, and the tree roots are huge.   In general, everything is just a bit too busy.  Curious to see what changes you make to the tree.  I think that the con…
  • ^ what he said.  You are just talking to yourself right now.  You would benefit more if you stated what you were hoping to get out of this thread (critique etc) and work on making one awesome thing at a time instead of a whole bunch of not awesome s…
    in more 3D Reply by gsokol Jan 31 2017
  • Not enough people saying "Shut up and make art" anymore
  • Sounds rad to me.  Looking good so far!
  • what he said ^ Make an Artstation page.  The last several artists we hired here just used Artstation for their portfolio and its totally fine.
  • Hmmmm Have you messed with the lightmap resolution?  Maybe everything is so low res that only a few pixels are representing those pieces?  If you didn't change them, that shouldn't be an issue, though.
  • Your curbs seem a little too high.  Also, not sure whats going on in the back, why does the curb curve around a doorway, then just kinda end in the back.  Maybe just have your alley go straight through, and have the building in the back be across t…
  • Damn, this is great stuff, I love seeing your ships.  Also, you have some great concepts to work from!
  • I still think it reads a bit too busy for my taste.  I do see some improvements though.  Good design doesn't necessarily mean tons of details all over the place.  A ton of detail doesn't really look busy and complex unless its juxtaposed with some l…
  • Man, thats some good hard surface work right there. I know you said you are finished with the exterior, but I think there could still be some additional work done to the underside, as well as the wings.  You have so much detail in some other areas,…
  • Decided that the way I was mapping and building the modular pieces was not great.  I was mapping each piece uniquely so I could get a nice bake and paint the materials in painter.  Wanted to build things more like I would in production, with tiling …
  • In general, you just need more color contrast.  Your level is dominated by that sand color.  More vegetation could break that up a bit.  Also consider making the ground a slightly different color, or adding some other bigger elements to bring more c…
  • In general, when dealing with a ton of repetition like this, sometimes the best approach is to pull out a lot of the details that will catch the eye.  In addition to whatever other ways you add variation, it would be best to avoid contrasty, noisy s…
  • This is coming along nicely.  Would this ship have landed here recently?  I don't get the impression that the ship had a hard landing at all....no perturbing on the ground where it impacted or anything.  Could probably be a few more bits of debris …
  • I think that your brick material, thats on the bell tower is a bit contrasty.  Do you have a lot of contrast in the albedo?  Specifically with how dark it is in the grout. I think the scale of texture on some of your buildings is a little off.  Spe…
  • It seems a bit odd to me that you posted a WIP thread, but are posting most of your Wip images on Artstation, seems a bit backwards, no? To be honest, at the moment, I find your layout to be quite boring.  The hallway is a bit wide, doesn't quite g…
  • Man, I haven't finished Rise of the Tomb Raider yet, and haven't given the DLC a shot...thanks for reminding me i need to get back to it It all looks great.  Any chance you can show specific props and materials for this?  Would love to see those.
  • This is pretty great.  Some nice clean modeling there. For the windows, its a bit offputting at how transparent they are.  The glass should be reflecting light sources from outside.  It almost makes your windows look like they don't have glass, esp…
  • In general, I think you are suffering from too much everything here.  The scene overall is quite busy.  All of your colors are quite saturated, to the point where its difficult to discern the floor from the wall, background from foreground.  Especia…
  • I would suggest looking at the high poly and low poly models in the xnormal mesh viewer.  Most of the time when this happens to me, its because some faces are flipped and facing the wrong way. You can reset xforms and turn on backface culling in ma…
  • I dig the sculpts!  Some nice detail in there. I'm not really getting a Prince of Persia vibe here.  Specifically, I don't see anything in here that really reminds me of Persia. Take a look at Persian or ancient Iranian architecture.  Take a look …
  • Like X-One said, its hard to tell where you are going with this. Is this meant to be more of a level design thing?  Or is your goal to make an environment art piece for your portfolio? If its the latter, I would suggest you scale wayyyyyyyy down. …
  • Pretty cool!  At first glance I think you got the likeness pretty well. First thing that stood out to me was your sky.  When I think of no mans sky, I always think of that "vintage" tone.  Particularly, their skies, at least in marketing and promo …
  • Wow, this dude is creepy. Great work! Looking through some of Bobby Chiu's stuff, I definitely see the resemblance.
  • Never present your work on a black background  Makes it harder to look at your work, at least use a mid-grey instead.
  • Lets see.... Corn detasseling when I was 15 (its a rural midwest thing...) Dishwasher Cook Very brief stint working at a video rental store...was working 2 jobs at the time Delivery Driver at a fast food sandwich shop QA Tester  Artist at a Militar…
  • Finished the low poly and the UVs.  I'm going to try painting this in Substance Painter, which I've only poked at a tiny bit. Gave the baker a go in Substance Painter.  I was quite impressed.  Name based baking is awesome, and it was quite speedy co…
  • Looks good so far. Curious how you plan to convey bits of Last of Us and the Order 1886 in here.
  • Would be interesting to see in VR as your title suggests.  Did you come up with a way to deploy something that people can see in VR?
  • Its certainly possible, some studios specialize, some dont.  I'm a texture artist at work.  I spend most of my time just making tiling materials and decals.    Very Rarely do I work with meshes or UVs.  I also do shader work, but in production its n…
  • When working on bigger assets, such as buildings and such, tiling textures are your friend.  If your building has stucco, or brick or something, make a tiling texture, then you can control how much detail the material has because its tiling.  Effici…
  • The studio I'm at is filled with people in their 40s.  Keep in mind that it wasn't until the past 15-20 years that studios started ballooning in size, so its still a relatively young industry. True story, about a year or 2 ago, we had a concept art…
  • Mostly piggy backing off of @Melazee here.  You are definitely dabbling a little bit in everything. To be honest, I don't think any of your work is quite there yet.   The Omniwrench is neat, but your texture/material work isn't very strong there. …
  • Hah, cool! Its quite strange seeing what is quite familiar from a top down perspective, from a 3d one, haha. I think that, for a kit like this, steps and bridges might be useful.  Kind of a staple for top down adventure games I think.  People migh…
  • The normals on the foundation, steps, and plaster walls is way too strong.  They look severely worn and damaged, yet the structure of the house still looks relatively good.
  • Very nice!  Loving the comp so far.  Sculpts look nice too.  I think you did a good job of defining shapes without going too far with micro details. Looking forward to seeing how this progresses!