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Portfolio Critique For Student 3D Artist

Hi everyone!
I'm new to Poly-count and currently a student focusing on becoming a 3D environment artist. I wanted to get feedback on some of my work i have done to improve on my skills. Any feedback would really be appreciated. The DOTS box on the left is the one I worked on[FONT=&quot].[/FONT]
Thank you so much!

Replies

  • CarlK3D
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    CarlK3D polycounter lvl 7
    My 1st Question is do you want to work in Games or Film. The reason I ask this is because you have low poly assets that look like they'd suit games but then you have the dots box outside with different render layers (Film). Its a Good start but I think your next step is to jump into a sculpting program (I recommend Zbrush) and study High to Low Poly Modeling. things like Curtains, Pillows, cloth look fair better when sculpted with a normal map applied. I'd like to see more textures on your assets (that's where most of your time should go since after all that's what you see at the end of the day)
  • PyrZern
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    PyrZern polycounter lvl 12
    In room interior, why have so much poly for bed sheet and curtain ?
    DOTS boxes seem too shiny.
    As for the squirrel, eh, if you want be to an envo artist, don't worry about it. Just hide it somewhere :P

    You should definitely texture up your scene though. And I don't think you need clean poly flow for environment, just most optimized polycount and UV.
  • Monbon
    Thank you so much for the feedback! At first I wanted to work in cartoon animation, but lately I have been thinking about working in mobile gaming because most of the critiques I get tell me that my work looks more like that. I have used Zbrush for a class before so I will use it more often from now on. The reason I have so much poly on some of the assets because I accidentally added too much edge loops on them. I will definitely add texture to my scene after I work on it some more.
  • Ervin
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    Ervin polycounter lvl 7
    Focusing on the room scene in particular: It looks like you were generally aiming for a low polygon count as if the scene is meant to be for a video game, yet certain subjects such as the sheets (posters?) on the walls have way more polygons than they should.
    Monbon wrote: »
    TThe reason I have so much poly on some of the assets because I accidentally added too much edge loops on them..
    Then delete it and try again. Why are you leaving in something that you know isn't good enough and asking us to critique it?

    As other people here have said, you really need to think ahead about the purpose of the object you're making. Over all I think this is a good start, and if you keep working you will reach your goals. I recommend that for your next project you focus on making a single good quality object that is relatively complex and well textured, and when finished will look like something that may belong in an actual video game or render.

    However before you start you need to take a few things into consideration such as; what is this object for? A video game or high poly scene that will take much longer to render?

    If it's for a video game when you need to learn to keep your polygon counts in mind; this is one of those things most new students always have trouble with. Take some time to browse the internet and look at low poly object made by more skilled people (checking out a tutorial or two in this case is a good idea), take note of what the wire mesh in their objects looks like and think about what yours will looks like. Learn to work with as little as possible.

    If the poly count of your object doesn't really matter then learn to go all the way with it, learn to chamfer and use modifiers such as turbosmooth.


    There's also something I noticed in the works of people who are new to 3d and post their work here: They all seem to have one or two complete scenes filled with a bunch of low quality/untextured objects, and in your case of course it's that room. This is unnecessary, that room isn't going into your portfolio, and you're not really learning much by making the same simple objects over and over again. Once you know that you can do something, you should immediately move on to something more complex. In your case something that is more detailed and is objectively modeled and textured.

    Monbon wrote: »
    most of the critiques I get tell me that my work looks more like that.
    Your work looks like something made by someone new to 3d and nothing else. It's to soon to decide which direction you're going to go simply based on what your work looks like.
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