Hey everyone my name is Alex, I am third year student who would like some feedback on my work. My goal is to become an prop artist/environment artist. You can be as harsh about my work as you want, any advice is welcome. Certain companies that i would like to work for in the future is Electronic Arts, Sledgehammer Games, Naughty Dog.
I personally would suggest using ArtStation from here forward.
Regarding your work, it looks like your modeling skills are headed towards the right place. I will be 100% honest, none of your work is AAA quality. Thats alright, we have all been there.
I would start a new project and follow a correct pipeline. I have been
suggesting this to various people here on Polycount so this is a copy
and paste:
I would suggest following this tutorial made by Polycount's very own Millenia. It is an older video so the texturing
pipeline is pre Physically Based Rendering. Follow his tutorial from
High Poly to low poly modeling, his UV methods, and how he bakes that
detail down. After UVing you can watch his texture
process however keep in mind the industry has shifted from DNS or
Diffuse (with Ambient Occlusion stored within the texture map), Normal,
and Specular to PBR which is Albedo, Metalness, Roughness, Normal, and
Ambient Occlusion. (Follow the reference I provided in a post below.)
Replies
Use Polycount's great folio guide/wiki:
http://wiki.polycount.com/wiki/Portfolio
I personally would suggest using ArtStation from here forward.
Regarding your work, it looks like your modeling skills are headed towards the right place. I will be 100% honest, none of your work is AAA quality. Thats alright, we have all been there.
I would start a new project and follow a correct pipeline. I have been suggesting this to various people here on Polycount so this is a copy and paste:
I would suggest following this tutorial made by Polycount's very own Millenia. It is an older video so the texturing pipeline is pre Physically Based Rendering. Follow his tutorial from High Poly to low poly modeling, his UV methods, and how he bakes that detail down. After UVing you can watch his texture process however keep in mind the industry has shifted from DNS or Diffuse (with Ambient Occlusion stored within the texture map), Normal, and Specular to PBR which is Albedo, Metalness, Roughness, Normal, and Ambient Occlusion. (Follow the reference I provided in a post below.)
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=m8oC1HsjOgkSome great reference for PBR texturing:
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