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Portfolio need some C&C

CCoathalem
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Hello guys,

New to the forum here
I'm currently doing my portfolio to find a job and I would like some feedback to improve my work before starting to apply to jobs.
I would like my portfolio to be environment oriented.
Here is the link to my Portfolio in his current state https://www.artstation.com/artist/ccoathalem

And here are the two scenes I would like to add (I'm currently working on a third that I will add later)






Any comments and critiques are welcomed.
Thanks you for your time.

Replies

  • Stavaas
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    Stavaas polycounter lvl 3
    I really like the top 3 pictures! The others not so much due to the lack of detail and boring materials. The blood really ruins it for me as well, so I think you would be better off removing them all together.
  • DweenieTodd
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    DweenieTodd polycounter lvl 3
    I agree with @Stavaas the top 3 images look great! The next after it look a bit dull, and lose my interest. Having blood is fine, but it's similar to placing rust and any wear, it needs to be placed smartly and not just randomly. 

    Something that pops out to me. I believe that is a bench? And were the foliage plants are, i believe that is suppose to be wood? They're far to shiny. Wood typically shouldn't be shiny, so if you're using a roughness map, you'll need to adjust it. Otherwise i really like the lighting of the top 3 images :)

    From one aspiring environment artist to another, keep going ;) I've followed you on artstation to!
  • CCoathalem
    Hello guys,

    First of all Happy new year to every one.

    @Stavaas Yes indeed, I did removed all the stains of the first scene, and I removed some more in the second scene. I will try to improve some other stuff like you said on this scene, cause there is a lack of detail.

    @Dweenietodd Thanks for the kind word and the follow man. I will change the roughness of that bench :) 

    I forgot to mention the first scene is inspired by an artwork from Deus Ex (and an old Monthly noob challenge)
    You can see it here.

    And here is the concept for my next scene (I hope i can show it to you before the end of the week). And i will add the change I did to the two other scenes

    Thanks again for your comments.

    PS: I did post this response 2 days ago, but seems like the site didn't posted my message....
  • Cay
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    Cay polycounter lvl 5
    I think you could put a lot more effort into these scenes. While I have difficulties in judging my own work as well.. I think there's a lot that could be improved.
    Are you using references when you create your scenes?
    Especially when it comes to things like abandoned creepy hospital hallways.. I think there's a huge number of images out there that let you recreate every tiny detail.
    Maybe you are rushing things a little.. I think you could spend more time on individual assets to really make it shine.

    On a side note.. maybe the right thing for you to do would be to pick a single "hero" piece or interesting asset and polish it. Once you get that up to current standards it makes sense to tackle a scene.
  • xhi
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    xhi polycounter lvl 2
    What I see a lot of people do is show the scenes like you did then highlight each piece separately.  Like everyone says, stick with the top three views.  To make it more realistic, just add more variety.  Such as making a bench crooked, adding a piece of garbage.  Anything to break it up.  The blood would be a nice touch if it showed more of a story.  I think to achieve that, you could make a pathway with the objects to show that movement happened in the scene.  Like move the objects so it looks like someone was thrown across the floor against the wall.  Something strange and interesting to look at.  These so far seem super precise, which is good, but more like what an architect would make.

    edit: 

    I took a look at your portfolio.  There are a couple simple things that you could do to make your current work better presented.  
    I think you should try to keep every piece with the same dimensions.  Like an HD sized resolution but maybe all landscape.  This just looks better in general in my opinion.  Also for the characters its always essential to have multiple views and a wireframe.  Make the character images landscape with those things and you will have something nice to present.  Also I was told to mark all of your images with contact information because if something is printed or saved by itself, an employer might not know who it belongs to.
  • CCoathalem
    @Cay Wow, just checked your asylum, that's pretty freaking dope man...
    You are right in what you said, actually the hospital scene is an old scene (about 2 years ago) I wanted to reuse in Unreal to discover the engine (use to work on unity before) But yes you are right I should rework a lot of those assets.
    Anyway, very inspirational work, makes me want to push my work further. I will try to apply what you said

    @Xhi Thanks for the comment man, I will try to look into what you said, It may be a bit to 'clean' indeed, adding a 'storyline' could help making it more realistic (and this applies for all my works...)

    I want to thank you guys again for taking the time to answer me, really appreciate it.

    Here is the updated version of the hospital + a wip of the new scene
    Actually I'm REALLY struggling with the lighting part, if anyone got any advice for me.

    Edit : Reuploaded the images regarding the warning
    Xhi, Thanks for the helpful comment, will work some more on my scene and try to update the post this week-end



  • xhi
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    xhi polycounter lvl 2
    The best part about that hospital set is the missing ceiling panels imo.  It looks really cool.  Although I don't think those types of ceilings hang.  They're sort of held up by the plastic framing.  You'd have to look it up to understand.  It's probably fine to leave it as it.  But I think adding at least one cracked tile is pretty important and common.  

    I think you should pick a new angle for the hospital shots as well.  I know you're trying to capture the whole room in one picture, but maybe pick 3 shots with unique angles that show off some pieces up close and some far away.  I know you're trying to get everything nice and in there, but having a good foreground and background sells an image in my opinion.

    The dining room/kitchen set is really cute.  i like the colors and lighting.  Reminds me of Beauty and the Beast.  Unfortunately I'm not a master at lighting and struggle with it.  If you haven't already, add some sort of light that shines through the window.  I'm sure you have a fake moon outside, but I see a lot of people add an invisible extra light at the windows to add extra light.  It may not be completely realistic but it's better for getting the look right.  Someone can add more comments about that.

    edit: Actually I think with the last shot of the kitchen,  there is too much light coming from where the camera is.  Maybe make it dark behind the camera and only have light coming from the window and candles.  It could make some cool rim light on parts.
  • CCoathalem
    Hello again people, here is my update on my projects, I've been trying to make a good use of all your advices.

    Both scenes are still a Wip, but it's getting closer to what I want for the final pieces.


    Also I have a strange problem when I use the High resolution Screenshoot tool in Unreal for the hospital scene. (I've taken the sceenshot you se above with gyazo). Here is what I get, you can compare it with the screenshoots above. If anyone got a clue on what could be the problem.

    Thank you all again!
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