Hello! This is my first post here in quite some time but I wanted to share my portfolio I just recently made live. I am a 3d modeler, have been using Blender 3d since around 2007. I focus on hard surface modeling and have just recently began to texture my own work. I would love to hear what y'all think. I've worked on a lot of various video game mods over the years and have made mainly weapon and prop models for these projects.
http://aobri440.wix.com/andy3dmodeler
Replies
The modeling itself looks decent but I think you could really buckle down to go the extra mile.
I would also advise against using wix for your folio.
Use Polycount's great folio guide/wiki:
http://wiki.polycount.com/wiki/Portfolio
I personally would suggest Artstation as it is becoming more popular and is very convenient.
Let us know if you have questions.
Some great reference for PBR:
http://www.marmoset.co/toolbag/learn/pbr-practice
https://docs.google.com/document/d/1Fb9_KgCo0noxROKN4iT8ntTbx913e-t4Wc2nMRWPzNk/edit
http://blogs.unity3d.com/2015/02/18/working-with-physically-based-shading-a-practical-approach/
http://www.artisaverb.info/PBT.html
https://www.youtube.com/watch?v=LNwMJeWFr0U
https://www.youtube.com/watch?v=Tt30zzBQb3w
Also, I've attached an image of a model I've been messing around with in terms of the materials/textures. I've added a normal, ambient and spec map. Let me know your thoughts.
Nevertheless, do the materials currently look like a realistic representation of a gun to you?
You need the wood grain defined, the brass does not look correct, and again it does not look like you are using PBR at the moment. The receiver portion of the gun looks to be off a bit, especially in the area where the bevel meets the fore grip.
What are you using to render this in? It looks dull, mainly the lighting.
Post your texture flats, we can help you much easily.
A yellowboy:
If you choose to start a new project be sure to post your progress on here, polycount. Im sure someone will be happy to critique your progress. Post your High poly, low poly with base shots and wireframes along with the texture maps/flats Albedo, Metalness, Roughness, Normal, and Ambient Occlusion. It is also crucial you use a proper render software, again like marmoset or a built in renderer within a texture program like 3DO in Quixel suit or iray within Substance painter.
Weapon creation tutorial - Part 1 (high poly model) - Millenia
https://www.youtube.com/watch?v=2Tgy0lBdJK0
Weapon creation tutorial - Part 2 (low poly model) - Millenia
https://www.youtube.com/watch?v=ceN-tdgf_fs
Weapon creation tutorial - Part 3 (UV & baking) - Millenia
https://www.youtube.com/watch?v=y_1ql8yH2Ow&spfreload=10Weapon creation tutorial - Part 4, final (Texturing) - Millenia
https://www.youtube.com/watch?v=m8oC1HsjOgk