I do feel that its important to balance creating art that is to standard with making sure it reaches the right audience.Meloncov said:Your portfolio isn't "really that bad". But the standard to get hired isn't "not bad". It's "really, really good".
And I know that's rough. I was there too not that many years ago. But the simple fact is that there are dozens of aspiring professional 3D artists for every entry level job out there. And that's not due to some devious scheme to keep the little guy down, it's that you need to have a certain ratio of junior to senior level devs in order to allow the seniors to give the junior devs the mentorship they need while having time to actually get their own work done.
For what it's worth, unless you're trying to get visa sponsorship, no one is holding a lack of formal education against you. Yes, applications will collect that information, but it's not gonna make or break an application. It really does come down to portfolio first, and networking second.
I think it's 0 - 0.3 metallic value. There's also slightly visible leaky thing in albedo/roughness.coolguyslims said:I really like how these walls look. How can I get this look in Substance Painter / Designer? For the metallic value, is this like a mixed percentage? 0.5 or something? I think if I incorporated this kind of look it could really break things up in an interesting way.
I will fix that transition in the high poly stage as well as give all edges smoothing. Thanks for the feedback!hwaminjung said:Looking pretty good so far! I would say the transition of the barrel from the cylindrical shape to the octagonal shape is a little bit flimsy looking. I would try and give that part another look. Alsoif you give your model a slight bevelling on all the sharp edges I think that will make it look better