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[Portfolio] Darko Miladinovikj - Hard surface 3d artist

polycounter lvl 7
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cR45h polycounter lvl 7
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 artist

Oh 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; :)
06.jpg
02.jpg
04.jpg

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

  • Yilativ
    Dude this work looks really great, I like it :), great job.
  • joeriv
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    joeriv polycounter lvl 7
    Site isn't loading for me, tested in chrome & firefox, but it just is stuck on a white screen/loading forever.

    The images in these thread (wich seem to be hosted on your site) are working fine, so not sure what is going on.
  • Add3r
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    Add3r polycounter lvl 11
    Website does not seem to be loading for me, timing out.

    EDIT: Joeriv beat me to it, by minutes lol.
  • PyrZern
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    PyrZern polycounter lvl 12
    It's 404 File not found for index.htm/html
    Guns look good, though.
  • cR45h
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    cR45h polycounter lvl 7
    Sorry guys, site should be up again now. No clue what happened. Shouldn't happen again.

    I'm still curious as to what you guys think tho :P
  • joeriv
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    joeriv polycounter lvl 7
    this is coming from a unemployed student, so take it as you like/with a grain of salt :)

    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.
  • theSixtyEight
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    theSixtyEight polycounter lvl 7
    i would a bit disagree with joeriv, dat 1867 looks really great and wood especially (maybe a bit too noisy(grainy) on barrel but thats just nitpicking a bit
    I agree with joeriv about TB2 pictures
  • jovcem
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    jovcem polycounter lvl 11
    Nice job man, good seeing game artists from Macedonia here on polycount :)
  • DougClayton4231
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    DougClayton4231 polycounter lvl 3
    Everything looks good, though I'd tweak all of the materials on the weapons to make them read better. Right now, most of the guns look like they are made of plastic, rather than metal and wood.
  • cR45h
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    cR45h polycounter lvl 7
    joeriv wrote: »
    this is coming from a unemployed student, so take it as you like/with a grain of salt :)

    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.

    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
    Everything looks good, though I'd tweak all of the materials on the weapons to make them read better. Right now, most of the guns look like they are made of plastic, rather than metal and wood.

    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.
  • Shrike
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    Shrike interpolator
    One thing standing out is that your edge wear is way too consistent and looks fake, very noticeable on your shotgun and glock. You have to break up those lines that you draw across the edges, its like someone held them against a fine grinding machine.
    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
  • cR45h
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    cR45h polycounter lvl 7
    Shrike wrote: »
    One thing standing out is that your edge wear is way too consistent and looks fake, very noticeable on your shotgun and glock. You have to break up those lines that you draw across the edges, its like someone held them against a fine grinding machine.
    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.
  • DWalker
    I'd have to agree that you need some more variety - with the exception of the barrels your pieces are all weapons. The are also primarily black. Even an ammo can would provide some variety, and an opportunity for materials other than bare metal. Personally, though, I would recommend something completely different and colorful; perhaps a kid's tablet computer if you want to stick to hard surfaces, or a kid's backpack if you're willing to branch out to cloth.

    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.
    12221240_1.jpg?v=8CED93A4FF97E20


    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.
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