Hi, I'm Sindre "Raminul" Gangeskar, I'm 19 years old and I've been modeling for about 1.5 years now.
I'm starting to build up a huge interest in the 3d world, and I figured I'd love to do modeling and texturing as a professional some day, but I don't think I'll be able to get the chance of getting into the industry unless I create a portfolio, which I pretty much want to create anyways.
I've got a few recent renders I've done, that I need some feedback on, what're things I can do to improve? What do you guys think?
Do the models look okay? Do I need to do some drastic changes to my models in order to improve?
I've only been doing this for a year and a half like I said earlier..
So I don't see myself as a good modeler, I don't even think I am worthy of being called an amateur artist even.. I'm simply a ¨wannabe¨ at this time, I guess.
'd like to be a professional artist some day, this is something I've had good thoughts about and I figured this is something I'm quite passionate about, and it's something I'd like to do as a job if I ever get the chance.
Here are my three recent renders I've done, they've all been rendered with 3Point Shader Pro in 3ds Max 2012.
I appreciate all the feedback you may give me, please do tell me if there's something I should do, if there are any tips / advice you have for me, please do post them.
My very recent Mossberg 590
My MP5K, it's a bit old.
And finally, my Colt.
Replies
- The renders are also descent though I feel like you could pick a background that makes the models "pop" a bit more (or texture). The same with your text, as the gradient gets darker it gets harder to see.
- If I was looking to hire an artist and I wanted to hire you, How would I contact you? Put contact details on ALL YOUR WORK.
- Keep your font the same size or keep it in line with other text. each section has random font size.
- How is your texturing and unwrapping? Most people I know who have been studying 3D for as long as you have are descent modellers and terrible terrible unwrappers and texture artists. The texture is the most important part of a model. Get that gun textured! then do something else.
Good luck becoming the "best"
I sounded like a complete a**hole by writing "I wanna become the best", I didn't mean it like that. What I meant was to.. some day, reach a professional level of quality.. But I have the mentality to keep on doing this stuff, since this is what I'm passionate about
I do have a Lowpoly textured colt. Here it is. it's around 6-7k tris.
Also, here are its textures.. This is like my first serious attempt at texturing, I've done two MS paint textures before this.
Textures aren't done though, never managed to finish them.
I was thinking of making a template for my future renders.
Thank you so much for replying, I hope I didn't come off as a douche, I didn't mean to sound like a douche, if I did, I apologize for that.
What do you think? I haven't gotten the wireframe going yet.
I would say this render is a lot better. By texturing the object you show you have a much better understanding of the game art pipeline. Though I would consider dropping those textures from 2048 to 1024. I Don't think we are quite at the stage where we have 2048's on a gun.
As for presentation, I would cut the irrelevant information. Steam name for one. The list of textures with types included seems a bit pointless as well. The way you tick each one makes it look like its from a list but what do you do when you texture something with an alpha map or environment your layout won't work so well. The idea of having a layout is good. It keeps your presentation uniform.
It's also too dark at the moment. Take a look at Photoshop's histogram.
A few suggestions:
- Increase the brightness, especially on the pistol itself.
- Maybe add a dash of color to the background, it's a lot of grey at the moment.
- Keep the technical specs and contact information subtle and less scattered.
Perhaps something like this:
Or this one, if you prefer a darker background.
So, I changed the template to something more simplistic, I came up with this, quite similiar to your examples, I simply pasted in a render from max, I didn't change the template's info, so it'll say stuff like Tricount and whatnot.
That look okay?
Just me.
Thanks!
Yeah, that does look a lot better! I'll keep that in mind while doing renders in the future.
I've done a few other things aswell though. I've modeled a couple of binoculars that were used in WW1 (WW1 design at least), here's the render.
I actually baked out the normals and made the binocs low poly as well.
High Poly :
Low Poly :
I'm currently working on a minigun, but I have a few ideas on something different I'd like to model.. I'd like to put together a huge project, create an environment, a post-apocalyptic scene.
Thanks again, though! I appreciate all the feedback you've given me, from every one of you.
Guns also happen to be extremely well documented, leaving little to imagination. Sure, not everyone can model a gun well, but let's face it, with enough reference and time, most people who really want to do 3D art will be able to model a gun just as well as you, simply because they're too well known.
What that means is that you aren't getting enough practice for when there isn't quite as good reference, such as when you're working on a fictional model, or when there are unique aspects to them.
My suggestion is that if you continue to do guns, or any models based on real things, you should always strive to add additional touches unique to your own model. You see people adding taped on attachments or guns put together from pieces of other guns. Otherwise, having heavy, or unique kinds of wear and tear on the guns helps. Those unique elements will also help your work stand out in your portfolio, which is key when competing for jobs.
Avoid using well known or premade attachments since they can be as common as doing guns themselves due to the proliferation of modern gun based games and gun obsession.
Anything to get you away from doing the kind of generic polygon pumping mill, since that sort of work gets outsourced, unless you plan to work at those outsourcing studios. But even then, any game you work on will (usually) have their own additions to those known props.
I was thinking of maybe modeling a mech or something? I thought of maybe modeling an M1 Abrams, but that'd be too generic maybe. I'd love to do a mech based on different concept arts, I just don't know where I can find good concepts. I'd love to model something from Starcraft's universe though.
I see. Well, do you have any ideas on what I can do though? I'd love model other things as well, maybe something based on concept art from a game / movie or something. Or.. I could try to do an improvised model, taking ideas strictly from my head.
I'm also looking into character modeling and sculpting though, that's also something I'd love to do as well.
Your modelling skills are great dude! As said above it would be great to get more texture work done and have complete models to show of. I would highly suggest checking out this portfolio for how a heavily gun based portfolio can really stand out:
http://joerivromman.com/
Thanks, man! Those models are awesome, wish I could be as good as that. :P
I also checked out your site, you did some amazing stuff too, I love that AK you made.