Welcome to Polycount! This is a sweet design, it's nice to see non-conventional mechanical designs like this.
The biggest thing for me is how difficult it is to get a "read" on the shapes. I think this happens because the materials are all very similar across the whole asset, so it's difficult for the eye to parse what the main body shapes are. It would help to simplify some of the larger surfaces, to give the eyes a place to "rest".
The rust and dirt is also very evenly applied, it would be great to see more care taken on which parts would get worn more vs. less. At this point it's so evenly rusted that it looks like it was immersed in water and left alone to dry in the desert for years, and thus it cannot move.
Some of the tank treads kind of don't make sense how they would work, since most of the wheels are gone. Why do the rear treads have the shape they do, without wheels to hold the tread shape?
The feet seem to be penetrating the floor, which seems odd. Plus, the renderer you're using seems to be bouncing too much colored reflections off the feet onto the floor. It might help to place this on a terrain instead?
What's the scale of this mech? It looks like some railings above the front treads, so it might help to place a figure there for scale. Even if it's just a flat silhouette of a person. But the railings also also oddly-shaped, having diagonal pipes like you just extruded a wireframe instead of built real-style railings?
Overall it's really cool! I think with some tweaks it could be a real show-stopper!
I finally got a bit more time to carve away at this model. I was really hoping to push more on him last month, but that wasn't in my favor. Here's my current update. I tried seeing what the helmet might look like on him, but it doesn't go well with the current concept of him I am working from. Fits better with the cleaner version. Face needs to be flushed out more. Not really getting that high that I want. My imagination seems to be doing all the heavy lifting on that front. Thanks for having a look
Just a little quick sculpt, My partner asked me if I could sculpt him some kind of bust so that he could 3d print and paint it, this is what I came up with
It sounds like you haven’t actually shipped a game yet, like you haven’t experienced the utter mess and difficult human think-on-your-feet creative work it takes to get a project across the finish line.
AI will not and cannot replace that. It simply does not and by design cannot have the holistic vision to drive a team towards the complex ever-shifting goal that is finishing a game. Which then requires human creatives to adapt and shift their outputs.
If you’re churning out a ton of widgets that are pretty much the same as last year’s widgets, with minor changes, then… sure.
I think you need to stop drinking the hype juice that all the tech bruhs are dishing out, and get some experience under your belt.
I'm currently working on my portfolio pieces for a project I have been on for the past 3 years. Always tend to forget how much work portfolio making is, I've been posting a lot lately but Artstation seems tricky to get any real incentive feedback nowadays. I would love to hear what works and what doesn't in what I have done to improve on my portfolio and my presentation skills.
I’ve been rendering in Marmoset and using those renders for the breakdowns and the turntable. I’ve also been rendering in Unreal and placing the models in a natural environment to provide more context and storytelling.