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Character Modeling Critique (Feb 2019)

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Hello~! this is my first time posting. 
I am looking for any feedback for the works I've done (4).
The softwares I've used are: Autodesk Maya, ZBrush, Adobe Photoshop, and Marmoset Toolbag.

I've used only used ZBrush for the works shown: old man (1), suit helm (2), and mantis & cicada (3).
*ZBrush experience: 5 months (sculpts lack retopology)







I've used Autodesk Maya and Marmoset Toolbag for the last work: female character (4; polycount: 125k)
*Autodesk Maya experience: 1 1/2 years



Link to my works are here: https://www.artstation.com/timkhoun 
I've created a mock demo reel and posted it on youtube: https://youtu.be/X-VzjEOGlU0
Any feedback would be greatly appreciated.

Replies

  • bkost
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    bkost interpolator
    Hi @timkhoun what goals have you set for yourself? Are you wanting to get into real time characters? Get into the film/vfx industry? What you have right now + this post shows that you have a drive which is good. Next you need to buckle down and churn out as many 3d works/ studies as possible. These pieces are not portfolio worthy but it provides a good idea of where you are at now, you have a hill to climb but it is totally doable. 

    From the models you've posted it looks like you are leaning towards character art. There is a lot to learn but sooner or later you will get a basic idea of all the different skills you need to learn. Anatomy, Sculpting, Retopology, Unwrapping, Texturing, Posing and lighting are a few key elements you need to learn. I suggest looking into tutorials online (whether that be youtube, gumroad, artstation marketplace etc.) the important part is getting a basic idea of the entire workflow. Then from there you can fine tune your work and delve deeper into workflow techniques
  • Brian "Panda" Choi
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    Brian "Panda" Choi high dynamic range
    You could definitely benefit from some focused figure drwawing and anatomy classes/studies.
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