Hey guys, I finally got my portfolio done and I would really appreciate some feedback. I got another project or two that I'm planing to add in the future so its not just guns. Feel free to nitpick.
Darko Miladinovikj - Hard surface 3D artistOh and just incase, this is what its supposed to look like, aside from the scrollbar (which will be whatever your default is).
A few random shots to hopefully get your attention;
Also, shout out to
Unkn0wn and Muttsurini for hosting, doing all the coding and putting up with my pickiness along the way. They're doing that, so if you're interested you can hit them up for something similar.
Replies
The images in these thread (wich seem to be hosted on your site) are working fine, so not sure what is going on.
EDIT: Joeriv beat me to it, by minutes lol.
Guns look good, though.
I'm still curious as to what you guys think tho :P
Site seems fine, just some remarks:
-The bottom image with random/misc work seems overly contrasted.
-The top shotgun, it has thumbnail image of TB2, in my opinion from seeing that I'd say that is the best piece, but then when going to the page it's showing these 3dsmax screenshots, I would get some TB2 shots in there.
-On the Overkill 2 page, if the textures are done by another artists, I would seperate that sentence or mention it on the images, it's easy to read over in that paragraph.
-Wouldn't hurt for a future project to do something different (something futuristic/a vehicle/etc) so that not every piece is another modern day gun.
Don't know if you also want feedback on the work:
-The "Remington 1867 Navy Rolling Block Pistol", I'd say that is your weakest piece, especially the shot from the barrel:
http://crash-3d.com/rollingblock/05.jpg
The wood is also not really doing it for me, for example the dents seem a bit bumpy/molten, missing the wood grain in the normal map going from this image:
http://media.liveauctiongroup.net/i/13268/13827608_3.jpg?v=8CF5EFB2D98F350
-The biggest weakness (not that it's bad), is overall material definition, every material seems to have the same type of wear/grunge overlays on the non-metals.
Main examples of this would be the magazines on the glock and the steyr scout.
I agree with joeriv about TB2 pictures
Thanks a bunch for the advice!
Misc pic is intentionally contrasted, there wasn't anything better I can think of to make. Hopefully I'll come up with something better in the future when i have more content.
I agree about the shotgun thing; I originally intended to preview in several shaders/programs but I ended up doing everything else in marmo. I'll change that soon.
I've made the ok2 text bold and as I mentioned in the op, I'm definitely planing to add a few other projects.
Regarding the work, I don't mind feedback at all.
This is one of the refs I used for the wood bumps on the rolling block. I had a few similar ones but i can't find any right now.
For the materials, I need you to be more specific since both materials you mentioned are made from similar polymer.
If there anything else, feel free to point it out :P
Material separation looks good to me. Most of the materials are plastic anyway (scout is at least 80% plastic externally, glock is like 50% etc.), so I'm not exactly sure what I'm missing.
Also seperate the wear in your textures. Use gloss and spec to define them, not as much in the diffuse, that seems to be the biggest issue
The old revolver is also a little over the top with the oily colors, it will be noticed if its a little less, and dosnt look as pushed , also the wood there looks like very rushed in the sculpting fase, the dents are all round and it just dosnt look right to me
Presentation overall is o.k. but it all feels pretty monotone and cold
Webpage is clean and good to navigate
Thanks a ton for the crits. You make a good point about the edging (esp on glock) and oily part. I'll see what changes I can make and update it when I can.
For the presentation, I wanted to keep some kind of consistency. Not so sure what you mean by cold though.
Your banner could be larger. Currently, your title runs into your name, and there is very little white space between the menu items and the horizontal line beneath them. The banners used on this site (at 990x140) are a good starting point.
The materials on the 1867 pistol just don't work for me. The noise on the metal is too random, and the metal should have a darker patina overall - it's almost a century and a half old. The wood grain looks like straight dark lines, with none of the curves or gradations you find in wood; I'd also lose the bumps in the wood. You also have spent a very large portion of your budget on the assembly on the left side (I'm guessing somewhere around 300 polygons); this seems wasteful for something that doesn't contribute to the silhouette.
Make sure you include your contact information on each of your pictures.
Don't be afraid to occasionally cull older/lesser pieces from your portfolio. Untextured pieces always look unfinished. Remember that you are judged by your weakest piece.
I didn't notice any game engines listed in your resume. You really should become experienced with at least one, and show the complete path from concept to asset creation to importing into a game. Including renders from a game engine is also a good idea.