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Have a ganders at my Game Art portfolio

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  • Maxilator
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    Maxilator polycounter lvl 8
    Looks pretty good, you should provide wires and texture flats on all models though. I don't think the armchair is as good as the other things you have in the folio.
  • ozzy310
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    ozzy310 polycounter lvl 8
    I think you should tone down the grime and rust on the stove and brown chair. The brown chair  looks like it went through hell I would think there would be some stuffing popping out or tears. 
  • jhoythottle
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    jhoythottle polycounter lvl 7
    Your normal intensity looks too high on a lot of these.  Also the grime is too widespread.  Try only putting it in the places it makes the most sense.  Also, I think the scale of your textures might be too large on most of your items, especially the stove.  

    What are you using for reference?  I've never seen a stove that looked like that.  It has a sink built in?  Not saying such a thing doesn't exist, it's just... interesting.  And the porcelain part of the stand-alone sink seems to thin.  Usually those are much thicker.
  • BetaRazer
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    BetaRazer polycounter lvl 6
    When I first view your portfolio for the first time; I find that the top image as your header is extremely offputting. Right away; I could easily be discouraged from viewing the rest of your content. It's somewhat noisy and distracting, and you need to make the rest of your artwork be the main focus. Might be best to remove that, but keep your name at the top instead.

    Main issue I find is that the props you're showcasing lack strong material definition. Not sure what you've used to render your artwork, but in terms of what the materials are, my eyes are telling me its not what it seems to be. The metal on your bed for instance; I know it's metal, yet it doesn't behave like metal at all. Try looking around for similar artwork by others.

    As for the chairs; add creases and folds to the cushioning and upholstery. You seem to know the basics of ZBrush which is ideal. I'd keep the red chair and bin the other.

    Also with your props; I know what most of them are, but you haven't stated as to what they are. Your spiked ball weapon for instance; I've no idea as to what it is without it being stated. A description goes a long way.

    Do all these props serve a purpose? Are they all going into the same environment together? It needs to tell some kind of story as they all seem rather arbitrary in terms of variety.

    Those are my thoughts on your portfolio. Don't take this the wrong way, I would really like to see you get better. Good luck.
  • jackanimated
    Thanks so much for the feedback. I'll address key points below:

    The brown chair - I think this is my weakest piece and I went a bit wild with the texturing. I will remove it. Quality not quantity is what I need.

    Texture scale - my textures are 2k x 2k as I'm going for game prop portfolio. But I do find it hard to source hi res enough textures, and yes the stove I noticed it too. Any recommendations for getting super high res textures?

     Normal intensity - I'm still getting used to getting normal intensity right, probably a bit excited by it all.

    Header on website - I thought it looked cool, but I see it could just look like a mess. I will reconsider it strongly.

    Materials - definitely another weakness of mine. I can make things look glossy or matt but anything in between I struggle with. I'll do some more study on them.

    Descriptions - I feel if the model is good enough it should explain itself. This may well not be the case for the spiked mace.

    I plan to put a few of these models - bed and stand alone sink - in an unreal environment. Those two fit together.  But I need to make some items and really figure what I'm doing with it.


    Thanks again folks.
  • 3dReaper
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    3dReaper polycounter lvl 4
    jackanimated said:

    Texture scale - my textures are 2k x 2k as I'm going for game prop portfolio. But I do find it hard to source hi res enough textures, and yes the stove I noticed it too. Any recommendations for getting super high res textures?
    Largely, for the most part you should be authoring your own textures from scratch.

    Are you using PBR for your work? A few materials look like they are not accurately capturing their real life equivalent.

    Additionally you should carry over all detail to all of your maps (Albedo, Roughness, Metalness, Normal, AO, etc). I see you have fiber/cloth detail on your bed/mattress yet not in your normal map nor the AO map. I see gashes and tears in your bed as well yet not in the normal map nor the AO map.

  • jackanimated
    Textures - I author textures by manipulating and combining photographs from royalty free sources, with small details painted free hand. This is often how it works in the games industry when texturing realistic pieces, although the game company would have usually paid for a much larger collection of high res stuff.

    PBR - Something I've heard of but have yet to investigate. On my to do list.

    Details you see like the cloth roughness and the tears in the mattress are in the bump map not the normal. The tears are painted on the texture (not modeled) then used in the bump map.

    Thanks  for having a close look.
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