Hi guys,
just after some feedback on my portfolio, I'm going to apply for jobs that I've had my eye on this week. my next step is to start on some environments. Anyway here's my site:
http://dalerogers3d.carbonmade.com/
thanks for anyone who takes the time to view and leave feedback.
Replies
You got some nice props, you could totally do a litle scene with those, do a plank, a table, a light, duplicate, enjoy (sounds so easy...)
these props where actually made for an environment for someone else, so i suppose i could knock something up, but im sick of the sight of them tbh! i'm currently working on an environment, when i'm at a decent point i'll post a thread.
My advice would be to do a 2nd pass on each of them, and get feedback as you work on that process to help you tidy up the modelling, UVlayouts and texturing.
Good start!
Are you using ambient occlusion in your textures? If so I can't really detect it, might be a blending issue.
Nothing much to say about the modelling except try to tackle some more complicated objects.
Watch your uv's and try to pack them wisely! The bed for instance I could put on a 128x128 texture and still come up with a better detail texture than you have on your 512x512 map. Overlaying uv's and going for 80-90% coverage of the whole texture tile is the way forward.
Negatives
Your texture sheets in some cases (bed's a good example) are badly packed, leaving more wasted space than needed.
The wireframe shots need to be clearer, i say this because on some of your assets (operating table) the mesh appears far to dense in some areas and less so in others, this effects my opinion of every other wireframe shot i brows over after the table and end up presuming your other assets are the same due to the presentation of your wireframes.
Pretty boring subject matter - uninspired diffuse texture maps. Would likely fit into fallout 3, i guess.
I would like to see polycounts and texture size.
Positives
I can see you understand most of the fundamental process, this is great. High poly, normals, diffuse, spec and low poly.
I like that you show the asset in UDK.
High rez models are good.
all in all i would say a solid start, would love to see something a little more complex.
Try setting up a whole scene, or just making more and more models.
Your portfolio should represent only the finest of a large body of work, with every model you create you will get that much better at it.
You're on the right track, just pick subject matter that is going to stand out more and as everyone else already added, pay more attention to optimizing your geometry and uvspace, and do LOTS of material study and texturing practice.
thanks again!
The chair and the surgeon table doesn't match to your highpoly models... or is it just me ?
http://uppix.net/e/a/2/fbbe20513f81fdea2b66f578f748e.jpg
after your comments which were really helpful i decided to just work on some new pieces to improve my portfolio and skills, so i thought i'd model a gun.
i know! i know! its been done a million times before but i wanted to give it a try and improve my skills, this is what ive got so far:
i need to sort out some tweaks here and there and add a trigger and rear sight but i thought i'd post to see what everyone thinks. i know most are sick of seeing guns and sci fi levels but i'd appreciate any feedback!
cheers!
renders that you have in portfolio are all very dark and they seem to use only one light source. this just doesn't emphasize models' value as functional (even if simple) assets.
you also seem to use unique uvw for lots of parts that probably aren't important enough to need it. but i guess people mentioned it already.
thanks for checking out my thread!
i have a few ref images, which parts in particular? or is there too many to mention!haha
i still have some parts to add, just wondered if i was heading in the right direction.
I would say you should try to get a couple actual environments in there, props are good but way less impressive than overall environments that are detailed and lit properly. thats another thing killing your work is the lighting, its really flat and bland with no shadows or color to it.
also, a lot of your unwraps seem pretty inefficient and could use a lot of work to maximize space, for example, the bed frame could simply be a tiling 128x256 texture and you would get more out of it. one of the biggest mistakes I always see people starting out is they feel they have to uniquely unwrap everything and when smaller tiling textures can come in very handy and be used to make a whole set of props.
Finally, I would try to get something more interesting in terms of subject matter, everyone has seen rusty beds, chairs and desks before in 9/10 portfolios out there, something that stands out is going to help you a lot, even if the execution on these was top notch, my impression would still be "meh" because the items themselves are just not too interesting. get something unique and cool and it will help spice up the portfolio. hope this helps man
Cheers
http://media.cmcdn.net/16625012/940x734.png
I would post your specs on these textures and the polycounts. If the textures were low res for a reason such as mobile phone intended art, then it might be ok. But if those are 1024 or higher (even 512), they just seem mediocre.
I believe someone else mentioned this, but your chair is not packed at all with the UV's. If you combined all the black pixels into a square grid, you'd probably realize that 1/4 or more of your texture space is wasted.
Design wise: Your pictures are way too dark. If you can, condense the images into thumbnails so that I don't have to keep scrolling and scrolling.
Its nice to see other graduates posting work on polycount; I myself recently graduated in May as well.
It might help if the portfolio was 'faster'. the people who are going to be going through your portfolio have to go through ALOT of them, so if they are not impressed within that initial 10 seconds, you are probably not going to get another chance to hold their attention. I have always had luck with scrolling portfolios because you have more control over what the viewer is seeing. Sometimes I prefer the layout you have when there are actual environments to investigate by clicking the link, but in this case I am just led to a page which shows off the inefficiency of your texture maps. You may be better off just not showing your textures.
As far as the work I would say your portfolio isnt holding up to much of the job market mainly because of the content; If you are looking to get into the industry as an environment artist, it may be helpful if you actually had some polished environments in your portfolio. Ive always made it a point to not call out individual assets unless theres something that sets it apart from the rest of the body of work.
Hopefully some of this feedback helps. I know you are in the same boat as many of my graduate friends who are looking for those few entry level positions.
Good Luck!
People would much rather see one incredibly executed prop than 7 bad ones.
One of my biggest issues with graduates and all around polycount new comers is when people put "just another generic......yet another.....some stupid...." in the titles of their threads. It pushes people away and i promise you will get many more views if the title is just what it is....nothing self deprecating no matter how subtle.
We realize that there are alot of portfolio posts on here and won't avoid clicking on them if they are in abundance, but we will avoid clicking on them if they say things like that in the title. Just something to think about and hopefully avoid next time.
thanks again all who have left feedback!
mp5 is there plus an environment let me know what you guys think
thanks very much, this is the sort of critique I was after! i'll make another pass over the environment and make the changes you suggested.
thanks again.