Its probably not a good idea to say that Polycount sucks if you are looking for people to reply, sometimes you just have to wait a bit
On the AK there seems to be quite a few areas (especially the flat surfaces in the middle of the gun) where you could optimize a bit by welding some verts
From my experience there are several reasons why people are not answering. Asking just for critique, without being specific on what makes it so open that people have to actively look for wrong things (besides the really obvious ones), which is a lot of work. Not getting answers also either means your work sucks so much that too much is wrong to explain or your work is good enough that there are no major mistakes. Asking more specific like "The nose looks wrong but I dont know why, can you help me figure it out?" makes giving critiques easier.
Dude, your post was up for 4 hours on a Sunday morning. How many people in the US do you think has even checked polycount during the time your post has been up? I personally have always got the most responses on posts made Monday through Friday so give it time before you claim an entire community sucks. What would you do if you received the same amount of responses over at 3d total?
Everything looks pretty good to me. Grenade may be too high poly to go into a game, but it does look good. The only thing that sticks out to me on the ak is only a few extra edge loops, but nothing I would consider a big deal.
im not a character artist so my critique on them will not mean much, but they look good to me.
Your anatomy is pretty poor and the characters need a lot of work, ditch the head it just shows how you struggle when making human faces. your props are ok but the textures and presentation are boring.
It looks pretty ok quality. But nothing stands out to me. If these are original designs, work on it. Also, presentation is a bigger deal than most people realize. Lastly, lose the big head at the end. I think it throws off the vibe of your portfolio. I know you're nervous, but don't let your nerves get the best of you. Most of us are here to help, and coming off as needy as you did does not help your case. Good vibes for your interview
Replies
On the AK there seems to be quite a few areas (especially the flat surfaces in the middle of the gun) where you could optimize a bit by welding some verts
Asking just for critique, without being specific on what makes it so open that people have to actively look for wrong things (besides the really obvious ones), which is a lot of work. Not getting answers also either means your work sucks so much that too much is wrong to explain or your work is good enough that there are no major mistakes. Asking more specific like "The nose looks wrong but I dont know why, can you help me figure it out?" makes giving critiques easier.
Everything looks pretty good to me. Grenade may be too high poly to go into a game, but it does look good. The only thing that sticks out to me on the ak is only a few extra edge loops, but nothing I would consider a big deal.
im not a character artist so my critique on them will not mean much, but they look good to me.
your props are ok but the textures and presentation are boring.
don't be a dick
Also, presentation is a bigger deal than most people realize.
Lastly, lose the big head at the end. I think it throws off the vibe of your portfolio.
I know you're nervous, but don't let your nerves get the best of you. Most of us are here to help, and coming off as needy as you did does not help your case.
Good vibes for your interview