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polycounter lvl 11
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inwar polycounter lvl 11
I'v made my portfolio and put up some images. i would really appreciate it if some of you would go onto it then come back and give me some feedback, such as which images should i take out or leave in

http://www.liamstones.com/

thanks for your time :)

todo list:

show textures
retopo worm
grunge wood and concrete on water tower
images of Environment
texture sizes
new and better assets

Replies

  • ageless
    Though i am not a great artist or anything...but this is what i felt by looking your portfolio....

    Fire hydrant needs to have more interesting diffuse.

    your water tower needs more dirting up, specially on wooden planks and concrete.They look way too clean.

    I like your Mini Gun.

    Continue and keep churning up those assets.....
  • Snader
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    Snader polycounter lvl 15
    model and texutre by liam stones
  • BasicallyNormal
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    BasicallyNormal polycounter lvl 7
    So this isn't your best work your putting up. You should be putting pieces that reflect your skill as an artist. Where is the environment that is on your home page? Why can't we see more shots of those environments instead of the assets you have under 3D Environments right now?

    I think the best piece you have is the razor worm, but it could use a serious retopo. Throughout all of your assets there are a lot of unnecessary polygons, most noticeably on the sewer grate (way, way too many sides). If you cut half of the number of sides you had on that model, the silhouette itself would barely change, and it would be easier to cut the top into quads instead of having a bunch of tiny triangles. But this also goes for all of the other assets on that page.

    You should look into composition a bit more too, and lighting your models. Use a primary light, but perhaps think about using a back light as well for your models because they can get pretty dark in some areas. But as ageless said, your diffuse needs some serious work. Think about why and where they would have those stains.

    Also take out the alien in your characters page, he needs much more to become portfolio-worthy, like stronger and more defined forms. One more thing, watch out for giving something a 1024x1024 map that doesn't need it, like most of your environment assets. If your going to have the room for detail there, use it. It's fine to work in 1024 but in the end you may want to size it down to 512x512 to see too much detail is lost, and if it's not, use that size. A normal environment often wouldn't use 1024x1024 maps for every single individual asset. And show the textures man!

    But if you are going to show the environment you have on your front page, you should work on that wood grain first, the tables and ceiling look way too similar and repetitive. Personally I wouldn't put a link to your casual blog with your professional portfolio, instead I would take the best from the blog and put it in the portfolio. You're showing definite progress in your blog, so keep it up. Make some new assets, fix old ones, do everything you can to keep practicing!
  • inwar
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    inwar polycounter lvl 11
    Snader wrote: »
    model and texutre by liam stones

    wow, that was kinda big mistake thanks for spotting it. iv fixed it
    ageless wrote: »
    Though i am not a great artist or anything...but this is what i felt by looking your portfolio....

    Fire hydrant needs to have more interesting diffuse.

    your water tower needs more dirting up, specially on wooden planks and concrete.They look way too clean.

    I like your Mini Gun.

    Continue and keep churning up those assets.....

    thanks for your feedback. ill look into roughing up the water tower and go in and add some scratches so you can see underlying metal on the fire hydrant, hopefully this will make it more interesting
  • artquest
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    artquest polycounter lvl 14
    You may want to change up your site a bit. I wasn't able to right click > save as on any of your images. Which makes it harder for potential employers to pass around your stuff.

    Also I would suggest putting together a focal piece of your portfolio. Something that wows your viewers. A lot of whats on there is minor props and such. It's a good start. It just needs to be stronger if you're looking for work.
  • mikhga
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    mikhga polycounter lvl 8
    Some things I noticed and think you should change:

    - Remove the splash page, let people get to the good stuff immediately.
    - If you are going to have a "lightbox" feature you should probably include some higher resolution images, because right now it looks like they are exactly the same size, which kind of defeats the purpose of having it in the first place.
    - Let people download your images, in case someone wants to save your work for later.
    - Add a resume, it's always good to let people know what you can do and what you have previously done.

    Other than that I think it's looking pretty good. Just make sure to work hard and update your portfolio regularly.
  • inwar
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    inwar polycounter lvl 11
    artquest wrote: »
    You may want to change up your site a bit. I wasn't able to right click > save as on any of your images. Which makes it harder for potential employers to pass around your stuff.

    this is a problem with the people who host the site (http://www.portfoliobox.net/) they have blocked right clicking and i have sent them a support ticket asking if its possible to disable it but they said no and that alot of people are still not happy because its easy to get around it, which i find ridiculous as you stated potential employers would save images. only way around this would be to find a diffrent portfolio site or create one from scratch. i have added links on the right to each image hosted on dropbox but i guess it doesn't stand out enough
  • Skillmister
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    Skillmister polycounter lvl 11
    inwar wrote: »
    only way around this would be to find a diffrent portfolio site or create one from scratch.

    http://www.polycount.com/forum/showthread.php?t=91572

    Would probably be far cheaper than what you're paying for your "pro" service right now. I'm paying like £10 a year for my portfolio hosting and the (.com) domain is free for 2 years.
  • AlexCatMasterSupreme
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    AlexCatMasterSupreme interpolator
    To be honest these are not really what you'd want if you want a job, it's just a few random props, at that they don't look finished.

    Not trying to burst a bubble but you need to make a full environment or make some more polished props.
  • MisterSande
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    MisterSande polycounter lvl 8
    I think you really need to start learning high poly modeling and more importantly "Zbrush". Your Environment pieces can benefit allot from a Zbrush overhaul.
  • inwar
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    inwar polycounter lvl 11
    ok update!
    completely new site!
    and iv added a todo list to my original post.
    http://www.polycount.com/forum/showthread.php?t=91572

    Would probably be far cheaper than what you're paying for your "pro" service right now. I'm paying like £10 a year for my portfolio hosting and the (.com) domain is free for 2 years.

    thanks i used some of that template it helped a lot.
  • mikhga
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    mikhga polycounter lvl 8
    That's much better. Though I would skip the long description of "you" in the "About" section, since that is something you could save for a cover letter, once you start applying to companies. Also, I think you should merge the environment art with the character art for now, and give each piece a separate page, so you can give a brief description of what every item is, and how and why you made them.
  • inwar
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    inwar polycounter lvl 11
    mikhga wrote: »
    That's much better. Though I would skip the long description of "you" in the "About" section, since that is something you could save for a cover letter, once you start applying to companies. Also, I think you should merge the environment art with the character art for now, and give each piece a separate page, so you can give a brief description of what every item is, and how and why you made them.

    if i combine them then the main page becomes kind obsolete so should i take it out for now?
  • mikhga
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    mikhga polycounter lvl 8
    Yes, I think so. Until you have a more diversified portfolio, meaning once you decide what you want to focus on more and once you get some professional work in there as well, I think you should just keep it as combined as possible. Reducing the number of clicks for a future employer.
  • inwar
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    inwar polycounter lvl 11
    ok i'v cutdown the polys on the manhole and iv got 2 texture layouts which should i use or should i change it to something else? such as have texture in the same image as model?LiamStones_manHoleTextures.jpg
    LiamStones_manHoleTextures2.jpg
  • mr_ace
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    mr_ace polycounter lvl 9
    i think you need to work on some larger and more complex models for your portfolio. a man hole cover is essentially a cylinder that will take you about 2 seconds to create in a 3d program. what your portfolio needs to say to a perspective employer is "look, i can do all these things," and those things are things such as complex modelling, modelling accurately to reference, high poly modelling, modelling using efficient poly usage, modelling and texturing to a variety of styles and genres, modelling organic and in-organic shapes, texturing, lighting, rendering, engine usage etc. The more of these you can demostrate, the better your chances, and the problem with some of your objects is that none of them demostrate many of these.

    props like these should be pretty quick and simple to make, so try and make something difficult that takes some time to better show your modelling ability
  • inwar
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    inwar polycounter lvl 11
    mr_ace wrote: »
    i think you need to work on some larger and more complex models for your portfolio. a man hole cover is essentially a cylinder that will take you about 2 seconds to create in a 3d program. what your portfolio needs to say to a perspective employer is "look, i can do all these things," and those things are things such as complex modelling, modelling accurately to reference, high poly modelling, modelling using efficient poly usage, modelling and texturing to a variety of styles and genres, modelling organic and in-organic shapes, texturing, lighting, rendering, engine usage etc. The more of these you can demostrate, the better your chances, and the problem with some of your objects is that none of them demostrate many of these.

    props like these should be pretty quick and simple to make, so try and make something difficult that takes some time to better show your modelling ability

    thanks you have given me some very useful info here. iv been reading the articles in the wiki and listening to some of the podcasts over at http://gim.acanaday.com which also give some good advice. These sources did hint at what you have said but having a clear list is very helpful. Taking the manhole cover out was one of the things i was thinking about when i wrote
    give me some feedback, such as which images should i take out or leave in
    i wasn't very happy with how the normal baking turned out because when i made the model i was still learning the process so i used too sharp edges which resulted in weird normal's which i realized quite a while later
  • netnut
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    netnut polycounter lvl 5
    ibeaP9cWOUU4mI.gif

    This is not going to land you any jobs. In fact I'd say you're doing harm by having it there, because it makes it look like you consider a simple manhole cover to be a full-scale task.


    My advice, for what it's worth, ditch the manhole and focus on your other assets. They are much better.
  • inwar
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    inwar polycounter lvl 11
    netnut wrote: »

    This is not going to land you any jobs. In fact I'd say you're doing harm by having it there, because it makes it look like you consider a simple manhole cover to be a full-scale task.


    My advice, for what it's worth, ditch the manhole and focus on your other assets. They are much better.

    regarding the man hole i refer you to my post above you, and iv now taken it out :)
  • D4V1DC
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    D4V1DC polycounter lvl 18
    Add the manhole to an environment piece so you can still use It, or just remake a new one of higher quality with in a similar quality scene.

    Best of luck.
  • superdenny707
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    superdenny707 polycounter lvl 14
    I think you could really benefit from more observation of life. Using your water tower as an example, the wooden beams would have to be attached by large nails or screws, which are not present in your model. Additionally, how would one get water from the tower? there's no piping, valves, or even a ladder to show how its/was used. Keep in mind that stuff you make (for the most part) should tell a story, and the textures should help sell that story. A lot of this comes from just observing life, and the world around you (or gathering a crap-ton of reference photos)

    I'm not a pro like some of these other guys, so take what I say with a grain of salt, but these are some of the same things I've been told in the past, I think it's knowledge you could benefit from as well.
  • PyrZern
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    PyrZern polycounter lvl 12
    You need more kickass pieces in there. If it's environmental artist you wanna be, then make more scenery, whole scene... not just pieces of stuff around.
  • Snader
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    Snader polycounter lvl 15
    Make a sidewalk, make some asphalt, toss in the manhole, mailbox, fire hydrant, shake or stir (gently), and voil
  • inwar
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    inwar polycounter lvl 11
    Snader wrote: »
    Make a sidewalk, make some asphalt, toss in the manhole, mailbox, fire hydrant, shake or stir (gently), and voil
  • roosterMAP
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    roosterMAP polycounter lvl 14
    ur foliage is lookin great! id recommend doing a scene with that. there is a lot of potential in making a kick ass scene with the right composition there. I would look at work by sparth for inspiration.
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