Hi Polycount,
I'm finishing school soon, time to make a portfolio! I plan to do a internship and after that, going to a college.
I've coded the website by myself with some help, which was an dumb decision, because it was a huge time eater. Some things are still missing obviously, like the little icon etc. Also my official email isnt working atm so i have set up an alternative mail.
http://moritzmayer.de/
I also have an model not uploaded yet, a bayonet for the M1 Carbine.
I think the VP 70 is my weakest model, its also my oldest. It has a messed up geo and 14000 tris lol, so i cant really show a wireframe. Should i take it out?
Also, my Portfolio lacks variety, because i have made most guns for various mods, and enjoy making them. I think i have to do some enviro art to survive on the job market.
I would love to hear some feedback. Thanks in advance!
Replies
If you want to be an all round hard surface artist, make other stuff besides guns. There's plenty of other subject matter that isn't guns
Also, the first 2 models are pretty much the same apart from the textures, I'd combine them into one piece or remove the least strongest one.
And if you're not proud of a piece on your portfolio, take it out. How do you expect somebody else to be impressed by your work if you're not? :P
One last thing, show your models in a real time engine such as Marmoset to show you understand the whole pipeline. If your models are currently rendered in a real time engine, make it clear. Say so in the description or have a small logo on the image.
- Thanks will do this
- seems like i have to
- It's already in MS2, but you are right, i'll write it down somewhere, i just dont want to put so many logos and stuff on my renders.
in regards to removing old work. each new piece you do should be better than your previous, and often meant to replace your oldest. that being said.. if you've got a solid 5 pieces (maybe 6 is a good number?), make a new one, bump off the oldest, and continue.
dont worry about just having guns.. BUT it would definitely be to your benefit to do some exercises in general hard surface techniques. you dont necessarily need to make a mech.. but knowing how to make a mech helps. itd be hard to hire you if the only thing you knew how to make were parts of a gun.
for reference.
http://polygoo.com/
http://cargocollective.com/tom3djay
http://yaron-levi.squarespace.com/
http://edgesize.com/
http://www.pavelpetrenko.com/
http://millenia3d.net/
http://joerivromman.com/
etc.
The brass & copper on the bullets looks more like plastic than metal. Are you using a monochrome specular for them?
Posting texture sheets would help.
The wooden stock looks very flat, more like paint than wood. Adding a VERY subtle normal map and having the specular very across the wood grain would help. The grain texture itself doesn't look realistic, especially with multiple knots.
And thanks for the portfolio links, haven't seen some of them yet. Thats a good idea! Will do. I think the spec is too desaturated. Will fix this, thanks for pointing that out!
If you are reffering to the M1 Carbine with the wood, you are right. Some people have already pointed this out, havent fixed this yet. I'm have to rework the whole wood i think.
And thanks for the portfolio links, haven't seen some of them yet. Thats a good idea! Will do. I think the spec is too desaturated. Will fix this, thanks for pointing that out!
If you are reffering to the M1 Carbine with the wood, you are right. Some people have already pointed this out, havent fixed this yet. I'm have to rework the whole wood i think.
As for your portfolio, others have covered it already so I'll just say more variety would be good, and something more colourful than gun-grey