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Junior 3d environment artist, looking for critique on my portfolio!

polycounter lvl 10
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Kaine123 polycounter lvl 10
Hi folks, I'm looking for entry level/junior positions in 3d environment art (along with more specific things like props, etc.) I'd really love if you could give me some feedback on how I could improve my portfolio and my chances at getting a position? 

https://www.artstation.com/kanine01

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  • Carabiner
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    Carabiner greentooth
    Hey there, here's my thoughts on your work! In general, I'd like to see more breakdowns here -- including stuff like wireframes and tri counts helps me that YOU know your stuff as a junior artist. Here's some thoughts on each specific piece:

    Portal Gun - This looks nice in general. Some small things: Your albedo values are SUUUPER dark for this. You probably don't want to go below ~0.11 in value for black in PBR, if you are trying to use accurate PBR standards.

    Light Freighter - Hard for me to get a sense of scale in this piece. Could use more human-size details like door handles, screws, etc. How do people enter and exit from this ship (or do they?).

    Blood Gulch Remake - The lighting in this scene is pretty bland and uniform. You could really get a lot more interest here. Some areas almost look unlit, like the grass in the foreground of the second screenshot.
  • Stanley3DArt
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    Stanley3DArt polycounter lvl 5
    Hiya! Your stuff is looking pretty rad, first thought off the bat ur cover photo for artstation looked kind of blurry which immediately gives off a bad impression.

    Loved the halo style environment, feel like you could use some more colour exploration and really grab some interest in different areas, develop more composition that would further enhance the initial environment of the original.

    The freighter I felt as though this is your weakest pieces, it should show off more, you're looking to develop the silohuete more and push the boundaries of what your texture work is like, at the moment it looks too flat and the shapes aren't reading well, they look oddly placed and looks like you placed over some normal/texture information from substance stamps.

    The rendering on the portal gun is spot on, agree with the albedo suggestions above.

    Overall you've got a great starting point, id recommend focusing on some smaller scenes and reallllyyy polishing them to high level that you could see them in a triple A game today. Focusing on a large scene is incredibly hard when you're starting out. Good luck!
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