The first thing I notice is a very clear progression on your overall environment skills, which is great to see. The latest environment(I believe it was a monthly challenge) shows a lot of improvement from the others.
That being said, I think everything done before that is too weak to be on a portfolio. Consider those practice, throw them out, participate in more monthly challenges and start building on your skills further.
The biggest thing that is lacking in all your pieces is material definition.
The Star Citizen Lobby has good composition, but none of the materials look correct. Everything has the specular values of construction paper. When working with concepts, always make sure you have material reference for whatever your building.
Another weak point would be... let's call it "bevel width variety". Looking at all the silhouettes in your hard-surface scenes, they all have the same very thin bevel that ends up looking like a low poly hard edge. In combination with the uniform edge wear and grunge throughout, everything starts to lose it's realism.
Thanks for this. Now that you mention it I see the lack of material definition and how it make the monthly challenge scene for example seem almost flat. Thanks for the links about bevelled edges should help me loads!!.
I agree with much of what heyeye suggested. Just to add something small:
I'd really love to see a little more process on your Star Citizen Lobby. Texture sheets, or a shot with all of your modular pieces separated from each other.
Replies
The first thing I notice is a very clear progression on your overall environment skills, which is great to see. The latest environment(I believe it was a monthly challenge) shows a lot of improvement from the others.
That being said, I think everything done before that is too weak to be on a portfolio. Consider those practice, throw them out, participate in more monthly challenges and start building on your skills further.
The biggest thing that is lacking in all your pieces is material definition.
The Star Citizen Lobby has good composition, but none of the materials look correct. Everything has the specular values of construction paper.
When working with concepts, always make sure you have material reference for whatever your building.
Another weak point would be... let's call it "bevel width variety". Looking at all the silhouettes in your hard-surface scenes, they all have the same very thin bevel that ends up looking like a low poly hard edge. In combination with the uniform edge wear and grunge throughout, everything starts to lose it's realism.
Here's some links to that explain what I mean:
http://cgdiary.tumblr.com/post/105543329082/bevels-and-chamfers-modeling-today-i-found-this
https://www.pinterest.com/lawson3908/hard-surface-modeling-techniques/?lp=true
Overall your progress is great, you can really see how far you've improved. Just keep it up.
Now that you mention it I see the lack of material definition and how it make the monthly challenge scene for example seem almost flat.
Thanks for the links about bevelled edges should help me loads!!.
I'd really love to see a little more process on your Star Citizen Lobby. Texture sheets, or a shot with all of your modular pieces separated from each other.