I second this, that orc ass needs saving otherwise nobody will hire you.
Seriously though, you're not off to a bad start but these aren't portfolio level works as much as they are studies.
Portfolio work should be comparable to the companies you aspire to work for. Avoid anything called "WIP" in your portfolio section. This should be reserved for something that an art director would sign off on.
I'll forego repeating the Anatomy study feedback and instead say you need to work on your presentation. High poly, low poly, UVs, lighting that compliments the character and their personality. A studio will want to see your assets broken down, not just beauty shots. The thumbnail of the valkyrie is a good example of what not to do. You're putting an emphasis on an area of a model that's not the strongest part of the piece as a whole.
The sculpts in general feel muddy/unclear. This is because you're sculpting a lot of medium/large details on one subtool and they lose their separation. the feathers and chainmail of the mask are examples of this. The clothes/armor look like they were extracted and then sculpted on, which is fine - but that's not quite the full process. You can extract clothes and then sketch designs to figure stuff out for surface details but at some point you need to retopologize those extractions, otherwise you end up with wobbly sculpts. It's possible to polish them sometimes but you'll get a better result 100% of the time if you do a retopo pass.
Some decent progress, I think you've got the basics but you've got quite a journey ahead. Here we go.
Thumbnails on artstation, need to be feature your models better. Overall you should work towards getting a 3 point light setting scene setup in Unity/Unreal. Or you could if you're only doing characters look at the presets in sketchfab. I use a tweaked default 3 point lighting setup and it works great! Experiment with the different HDR skies.
Models themselves. Anatomy needs more work:
Valkyrie: ass not very appealing, looks like you cheated and didn't want to model the face/eyes...this might be due to the concept, although if you're trying to impress a studio they'll want to know you can model a face/female. Looks like you rushed the crotch and didn't look at anatomy for the legs/arms. I'd suggest working on a bunch of female sculpts to get more familiar with the anatomy.
Red Orc: ass not very appealing, doesn't show understanding of it's forms. Hands look blobby disproportioned to model/anatomy (tiny fingers). Materials for wood/metal/skin/cloth could be more convincing. Boots/pants/sash/belt all blend into mush, I'd look at contrast and value changes between the skin and these other elements to give the audience some visual separation. Torso anatomy looks underdeveloped or unfinished and also like it's melting. Back, and hunched neck do not look convincing or modified from believable anatomy as a foundation. Subsurface scattering? Could fake it with coloring.
Orc and Elf: too early to be included as part of portfolio as they feel very wip and unfinished. Remember your portfolio is only as strong as your weakest piece. Less is more and if you have something that looks lower quality, unfinished, and possibly lowers the overall quality of the portfolio, it's best to cut it.
Good luck.
I'd suggest you focus on doing exercises before tackling more full characters. Do 50 heads male/female, 50 torsos male/female, 50 legs/feet, 50 hands.
Hi! I really like your style, and I think your portfolio is very interesting, but what you add to it really depends on what you want to get out of it. If you're interested in working in games, then showing some full pipeline characters would defiantly be helpful, or if you're just doing 3d for fun just keep doing the busts that you enjoy. I would love to see more full body characters, but again it just depends on your end goal! I would also, say as far as presentation, I would make a different thumbnail for the Valkyrie project so that it is cohesive with your other projects. As of right now on your website that thumbnail sticks out and looks very out of place
Is it that hard to start your own studios? even if online? and try to make games outside these "main stream/control" sources of "employment", even if you have to start small and work your way up, we all do very difficult artworks, how hard or long could it be for simple things with the talent that is already around here especially prepared to do more just waiting to be used going to take? like i never did casino work but i had to and it wasn't anything really (art creation wise, to subject/"desire" of employer wise) just kind of boring since there was no "hero" adventure and amazing style to achieve.
I mention small studios cause i see talented people making artwork and just drifting away to do other things cause they can not land anything or whatever the reason, why dont those same people make games and instead of "Wasting time" in challenges competition they put their effort into small games and work up and get something back instead of feeling inadequate after a challenge or competition that a small group always seem to be at the top in.
I've been thinking bout this a bit but no funds to get it started nor any real effort into all the starting humbub and back and forth i'd have to do to probably convince one person let alone a team to get it going. I like people whom are showcasing their own efforts into their own ips but realistically that is going to take too long and if a team was available sitting around doing pretty much nothing but trying to land a gig they could at least put efforts towards a release even a demo or something and be it community funded take out these "middle" men ruining this industry.
Looking much better! I think that your turn arounds (rotating models) may be spinning too quickly, its hard to actually see what's going on for some of the more complex models or how the light is interacting with your models/textures. I don't think it would hurt either to have a clickable link in the description leading to your artstation! I know its in the video too, and your resume, but put it everywhere! The easier it is for people to be able to see more of your work the better imo. I followed you on artstation, I'm looking forward to seeing your future projects!
Hello everyone! It has been a little while, I've been working on this off and on over the last couple of years and I thought I would share an update:
I have decided to go with Unreal for this project, I tried using marmoset with a cell shader I saw for it, but it doesn't work with version 4 and other initial tests didn't quite work as I wanted. After doing some research on how to get a cell shaded look with it respecting PBR materials, it seemed like Unreal was the choice. This is the initial import with some very basic textures and I think it's promising!
If anyone is curious about the shader, I followed this tutorial:
It seems the be the only one I could find that could read PBR materials and youCan also do color gradients, which really works for this project as the in-game still has a bit of that going on.
There are still a lot of things I need to do, like a proper texture pass and I have more more shader ideas for things like the starburst looking shape behind them.
Here is the low poly model and rig:
It's a little on the heavy side, sitting at about 420K triangles for everything, and a lot of that is from the stems and flowers, which are high enough that they don't need normal map bakes. I can just texture them straight up as they are. Every color has it's own UV sheet, and nothing is overlapping. It's a bit excessive and more than I would normally do if I was going for games, but since I really want to get as accurate as I can to the still from the game, I think it will be worth it.
Thank you @Eric Chadwick ! Oh there are a lot...for each different places and locations. Main one are thriller/horror/noir movies and series mostly, like Taxi Driver, Seven, Drive, No Country for Old Men, The Batman... For outdoor night, more focus on Prisoners or Dark. And for the interior, like the villa in Brightfalls, I will say The Crown to chose only one.
Haven't been able to work too much on my project due to moving to another city. But have set up the base diffuse of the character and also painted the skin and head
Looks pretty good to me. jsut thinking about the bicep veins, they are very central, maybe should be more towards the outside of the bicep more, though they are pretty central in the concept I guess