Hey Polycount, I'd really appreciate some feedback on how I could improve my portfolio/work. I'm hoping to land a position at a studio as an intern or junior artist.
You have some good work in there but I think you're holding onto some weak pieces that might hold you back. Always flush out your older, less attractive pieces with newer ones. It's good to have volume but a bad piece can easily wipe out a lot of the gains you get from some really good pieces.
Substance Designer Stuff You could use a better description other than " stuff" it is kind of lazy. Tell me what it is and why it was made so I can evaluate it against what it was meant to do. Was this just a "substance doodle" that turned out ok? Did you set out to make this specifically? Happy accidents are great, but most places want someone who can nail a specific goal.
The star wars hallway This misses the mark on several fronts I think you should cut it or make some fairly big changes, to the design and athletic. The big support beams abruptly terminate in the walk-able area and look like a tripping hazard. The original hallway had a much smoother transition. All surfaces even those of different material types seem to be made out of the same material. There seems to be a lot of baked in AO that goes against the scene lighting? The glass isn't reflective/shinny and the frosting seems extreme and out of place. It helps add a bit of realism but it seems poorly implemented in the shader.
The portal gun This is great, I love it. I wish I could see some more construction shots so I know that it's built well technically. UV unwrap, wireframe overlay. If the starwars hallway plastic walls had this level of detail it would be a much different scene. You don't want it as grundy but you do want the treatment and care, it's fantastic.
Hard Surface High Poly There are a lot of great models in this section, I almost didn't click on it because the thumbnail is kind of boring and told me all I needed to know about that one particular weapon, I didn't know there where more examples and that they where better. That thumb could do a better job of conveying what is in the section, maybe a brady bunch tick-tac-toe style thumbnail would work better? None of them are textured and they all look high poly, so I don't know if you can successfully create low poly versions and if you've mastered the baking and materiel process which is VERY important. I would work on getting some of them fully finished off so employers can check that box when they look through this section.
Trench Knife This looks pretty good, i appreciate the wireframe overlays, I feel better about your ability to do the full pipeline, I would still like to see some texture sheets and UVs to make sure you're using pixels wisely. 5 examples in and I still haven't seen any UV work... The knife blade is a bit rounded. The level of oxidization leads me to think the knife is a few decades old. It's important to keep the items age appropriate to the time of the game. If this was for a WW1 game they would use newly produced weapons that wouldn't look old and aged. SOOO many newbies pour sepia tones all over the past and make rusty junky equipment as if what they where fighting with had been made 50 years prior. Of course if this is an old blade viewed in modern times then the age is appropriate... but it's a classic newbie mistake, be careful of being lumped in with them.
No Mans Sky This is good work, solid pieces, good stuff! BUT... it could be better. The ship could use some overall wear, There are a lot of edges that are scuffed up, but the forward facing surfaces could have a lot more wear and grime accumulated in places that make sense with flight through atmosphere. Don't go crazy, but give it some, overall love. The engine exhaust is really shinny. The skid pad landing gear are pretty clean and not very mechanically sound, they look like a rough blockout that made it into your final model.
Alien Blaster Fan fucking tastic. Make more at this level. It looks better than what has been in fallout games. The modeling is pretty good, the polycounts might be a bit excessive and in need of optimization, but they aren't too bad. The materials are great.
The dagger A great piece, I could easily see this in a modern AAA game. Make more at this level. The leather strap is a bit of a let down and makes me think you might not have a firm grasp on leather materials. I'm scared to see the wireframe overlay, or ask what the polycount is...
Overall I like what I see, it shows promise and that you have some solid grasps on a lot of the concept you need to compete in this industry. However it's a tight market and there are other candidates that will kick your ass and land those few positions, so you need to keep producing high quality stuff that is technically sound. Keep at it!
Replies
Substance Designer Stuff
You could use a better description other than " stuff" it is kind of lazy. Tell me what it is and why it was made so I can evaluate it against what it was meant to do. Was this just a "substance doodle" that turned out ok? Did you set out to make this specifically? Happy accidents are great, but most places want someone who can nail a specific goal.
The star wars hallway
This misses the mark on several fronts I think you should cut it or make some fairly big changes, to the design and athletic.
The big support beams abruptly terminate in the walk-able area and look like a tripping hazard. The original hallway had a much smoother transition.
All surfaces even those of different material types seem to be made out of the same material.
There seems to be a lot of baked in AO that goes against the scene lighting?
The glass isn't reflective/shinny and the frosting seems extreme and out of place. It helps add a bit of realism but it seems poorly implemented in the shader.
The portal gun
This is great, I love it. I wish I could see some more construction shots so I know that it's built well technically. UV unwrap, wireframe overlay.
If the starwars hallway plastic walls had this level of detail it would be a much different scene. You don't want it as grundy but you do want the treatment and care, it's fantastic.
Hard Surface High Poly
There are a lot of great models in this section, I almost didn't click on it because the thumbnail is kind of boring and told me all I needed to know about that one particular weapon, I didn't know there where more examples and that they where better. That thumb could do a better job of conveying what is in the section, maybe a brady bunch tick-tac-toe style thumbnail would work better?
None of them are textured and they all look high poly, so I don't know if you can successfully create low poly versions and if you've mastered the baking and materiel process which is VERY important. I would work on getting some of them fully finished off so employers can check that box when they look through this section.
Trench Knife
This looks pretty good, i appreciate the wireframe overlays, I feel better about your ability to do the full pipeline, I would still like to see some texture sheets and UVs to make sure you're using pixels wisely. 5 examples in and I still haven't seen any UV work...
The knife blade is a bit rounded.
The level of oxidization leads me to think the knife is a few decades old. It's important to keep the items age appropriate to the time of the game. If this was for a WW1 game they would use newly produced weapons that wouldn't look old and aged. SOOO many newbies pour sepia tones all over the past and make rusty junky equipment as if what they where fighting with had been made 50 years prior. Of course if this is an old blade viewed in modern times then the age is appropriate... but it's a classic newbie mistake, be careful of being lumped in with them.
No Mans Sky
This is good work, solid pieces, good stuff! BUT... it could be better.
The ship could use some overall wear, There are a lot of edges that are scuffed up, but the forward facing surfaces could have a lot more wear and grime accumulated in places that make sense with flight through atmosphere. Don't go crazy, but give it some, overall love.
The engine exhaust is really shinny.
The skid pad landing gear are pretty clean and not very mechanically sound, they look like a rough blockout that made it into your final model.
Alien Blaster
Fan fucking tastic. Make more at this level. It looks better than what has been in fallout games.
The modeling is pretty good, the polycounts might be a bit excessive and in need of optimization, but they aren't too bad.
The materials are great.
The dagger
A great piece, I could easily see this in a modern AAA game. Make more at this level.
The leather strap is a bit of a let down and makes me think you might not have a firm grasp on leather materials.
I'm scared to see the wireframe overlay, or ask what the polycount is...
Overall
I like what I see, it shows promise and that you have some solid grasps on a lot of the concept you need to compete in this industry. However it's a tight market and there are other candidates that will kick your ass and land those few positions, so you need to keep producing high quality stuff that is technically sound. Keep at it!