Hey
polycount! I'm slowly making my triumphant return to 3d art, and I'm clawing together a portfolio so I can earn myself a big boy job.
No excuses, but thanks to my fulltime retail job, I'm not getting near the hours I'd like to put into producing
blow your socks off triple A 3d art, so as of yet this is largely just a proof of concept that I CAN create 3d primitives and apply textures to them. That said, as I scrape together more hours to produce 3d work, I hope to eventually polish this into a professional, well rounded 3d portfolio, and that's where you come in!
http://catkilo.com/3d/I would love general input on the body of work that I'm presenting here. I know the presentation and general polish of the assets is holding me back, and while I don't have time to make immediate fixes,
I am looking for work, and every bit of feedback helps.
Replies
Your focus seems to be primarily characters so I'd like to see more full game-ready characters in a game engine (marmoset or UDK are easy enough). Busts or speed sculpts are great for a blog but I'd avoid putting them on your portfolio.
Overall it's clear you know the tools and can go through the workflow of creating a current gen character. Now is the time to flex your artistic muscles.
Edit: To add something useful - I agree with what snader said, I'd probably spend a bit more time 'polishing' - getting materials to really read like they should, and fixing up any strange normal map problems, LRoy is right, theres something being lost in the translation from your sculpts down to your low poly, i would take a look at your retopo - because I think in some parts there may not enough polys to capture the forms correctly, hence why they arent looking clean etc, especially on the faces.
About that green and orange dress lady, it looks almost like some details were still rough when she was baked down, which causes some spots on the normals look a bit soft or wonky, like on the hair and mouth. Also can we see the unwraps?
keep at it man!
Also, I think it's confusing you named your 2D page 'home', I don't usually click on the home button.
Zwebbie, gav, okayyyy, one of the next characters I make will be some variation off the ever popular mr realisticman.
Haz, touche, there's definitely some room for improvement on her design. Maybe pants woudlve been a good idea! Appreciate the tip about density on the retopo, it's something I dont really 'get' as well as I'd like yet.
Carlobarley no kidding, it's rough.