Hi everyone,
I am aspiring to be a 3D Environment and Prop artist in the games industry. Below are some images from my portfolio. I have been mainly focusing on hard surface modelling using Maya LT and PBR texturing using Quixel Suite 2.0. Any feedback or comments on how I could improve my work would be very much appreciated.
You can check out my full portfolio at:
https://neilmcdonald3d.artstation.com/thanks in advance,
Neil
Replies
Also the texture looks really boring, maybe some wear, dirt and normal details.
At the last piece I notice the waste of UVs. Always try to get your UV islands straight to get clean textures.
You can also break up the side frames into four simple rectangles and then pack them so you would spare some more UV space. Depending on the planned use, you could also overlay some UV islands so you get an even higher resolution.
The UVs on the cupboard could be optimized a lot, simply look how much space is not used by the mesh. With some polishing you could get the same appearance with maybe half the texture size.
Everyone started this way, you just need to ask yourself what could be better with each object. Also don´t hesitate to use concept art to step away from any creative questioning while still learning the modelling itself.
Thanks for the great feedback. UV's is always something Iv'e needed to work on and so your feedback is a great help and something I will work on. After reading your feedback about the poly counts and use I have seen the errors in my ways and will make sure to focus less on how quickly they are created and more on insuring the quality is to a higher standard. I will try using the silhouette to insure less sharp edges where there shouldn't be.
Thanks again for the great feedback. Much appreciated.
Post up some progress photos, people are always willing to help and give feedback.
Firstly thanks for the feedback its much appreciated. I think your absolutely right in regard to the project size. With all the feedback i'm receiving I plan to scale back the size of my projects and instead focus on the modelling and texturing techniques. Iv'e always wondered about poly counts of FPS weapons so that information is very useful. I plan to start a smaller project (perhaps a single prop or weapon) and post regular WIP photos.
Thanks again for the feedback. Much appreciated.
So unless you're willing to change your goals, I'd focus on enviro stuff IMO
Thanks for that great advice. I wasn't actually aware that weapon artist was a job title in itself. I always assumed it was a branch of prop artist so this information is incredibly useful. I think I will focus my efforts more on props as apposed to weapons and like mentioned before start with small props and work my way up to larger more complex props as I develop my skills further.
Thanks again for the great feedback. Much appreciated.
https://www.artstation.com/artist/polygoo
https://www.artstation.com/artist/timbergholz
http://lonewolf3d.artstation.com/
Thanks for the feedback. I'm thinking of presenting on a lighter background from now on, similar to the destroyed newspaper stand Image.
Thanks again. much appreciated
Thanks for the links. I will be sure to have a look at those today.
Some little pieces of advice I have. Your newspaper stand, it's much more important to have a well done piece than something that's done quickly, the 1hr goal isn't necessary as long as it looks good! So it would be a good idea to look at real newspaper stands and see how they function, what shape they have. What kind of story does your prop tell? You've made a start with this, Its been destroyed and its got bullet holes, presumably from a robbery or zombie attack or something. But what about the rust, where would rust really form? Probably not all over.
I would find a reference for something you want to model and then model it as close to the ref as possible, and get that material definition down too. The texture might be even more important than the model! And keep looking at what other people are making, spend time here and on artstation just looking at what others do and what you would have to do to get to that level.
Good luck!
Hey man long time no speak!
Thanks for the feedback. I'm currently working on a smaller project and will be posting WIP asap.
cheers