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Rate my portfolio, please.

Oncki
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Oncki null
https://www.artstation.com/artist/oncki

Hi, im aspiring 3d artist and I came to the point when I need honest opinion and actually no one beside internet I can ask;)

Building this folio I wanted to have a piece from different specialisations. Now I want to bring my next works to higher level but I have big problems noticing my own mistakes which will be crucial if I want to make some killer art;)
So please be cruel in your critique as it will save me tons of time.
I would like to ask too how you see my chances of getting into industry for now? Also, I had a plan to specialise once I get into industry. Now, I think I need to do it before as I cant achive great level at everything. Which way is better in your opinion?
Thanks

Replies

  • Laughing_Bun
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    Laughing_Bun polycounter lvl 17
    I think you still have a long ways to go.  Nothing wrong with being a generalist and trying various things in the beginning but you will want to specialize more and demonstrate skill in a specific area if you expect to find work. Find some other young artists and compare your work to theirs and be honest with yourself.
  • Marshkin
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    Marshkin polycounter lvl 9
    Pick what you want to do and stick with it. Right now you're a beginner at everything, characters, props, environments. 

    Pick one of those and start doing a deep drive, really focusing on it.

    For characters, you need to go back to basics and studo anatomy.
    All of your work needs better lighting and framing. Your textures are flat and lacking detail.

    Keep at it! :) But, it will be a lot easier if you focus in a single direction for a while. 
  • PixelMasher
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    PixelMasher veteran polycounter
    yea like others have said, pick something and hammer on it until you are really good. environments or characters. trying to do everything is a typical beginner mistake and holds a lot of people back until it clicks that focusing on what they love/are good at will help them improve exponentially.

    the biggest thing I can tell right away is you are not using reference as much as you should be, if at all. Never try and create things straight from your mind on how you think it should look or how you remember it. 

    using reference in existing concept art, pictures etc will help your art and design become more grounded and people will be able to relate to it more, ontop of it being more aesthetically pleasing. keep working at it and don't give up :)
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    4/10

    In short, I want to see at least one polished piece that I can tell would be in a contemporary game.
  • Eric Chadwick
    Portfolio critique belongs in the Showcase section. Moving this from Career & Education into 3D Showcase.
  • Oncki
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    Oncki null
    Hey, so as you all pointed out I cant do everything especially at the beginning of my 3d graphic way so I decided to give up on characters and become prop artist. My recent works:
    https://www.artstation.com/artwork/8dnXn
    https://www.artstation.com/artwork/yxGQR
    https://www.artstation.com/artwork/zRP54
    How bumpy my way to the industry looks now? Did I made progress? Thanks.
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    Definitely stronger, the train especially.  That brain vending machine needed more thought in its design.  If you're gonna get silly, get REALLY silly with it with clarity.  Don't get why Nicki MInaj is on the receptacle flap.

    Good on ya for pushing forward.
  • Oncki
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    Oncki null
    Don't get why Nicki MInaj is on the receptacle flap.

    Lol, didnt know its her. I just wrote "stupid girl" in google imageXD. Thanks
  • slosh
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    slosh hero character
    I'm not a fan of the weird alien prop or the brain dispenser.  I agree with Brian that both of these would serve better in a scene that give them more context or done in a much more stylized manner.  Your modeling is ok but your texturing needs work.  It feels like you slapped materials on everything in substance or quixel and called it done.  You need to focus on wear and grime and placing them in areas that make sense.  Also, adding various colors will help sell old and weathered materials quite a bit.  Have a lot of reference up for what you are trying to achieve so you can match either real world realism or an artist who clearly can achieve a very realistic fidelity level in their 3d.  
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