Hello, fellow 3D Artists!
I've recently graduated and earned my AAS in Game Art, and am now continuing down the road to artistic growth. Since I don't have as much access to my teachers anymore for critiques, I was pointed in the direction of PolyCount. I've already taken a look at some of the artists' work on here, and I have to say, what a talented bunch!
Here is a link to my ArtStation if anyone feels so inclined to take a look:
https://rsavoie356.artstation.com/Also, here is my latest WIP:
High Poly:
Low Poly:
Substance Painter:
After this point, I've been contemplating rendering it in a small scene in Unreal (I would do Marmoset, but I can't afford it at this time). Feedback appreciated, but in any case, happy to meet y'all and looking forward to participating in this community! :-)
Replies
Also, just curious, are you going to make the sheath as well?
Also working on the stand as well as a small platform to put it all on.
so a few points that popped into my head:
1) If this is a game art asset, you need to take into consideration your poly budget. even if this is a hero asset, there is quite a bit that your normal bake could capture effectively. The pommel for example has a crazy amount of geo without really effecting the silhouette in a meaningful way.
2) It looks like you are relying on stock smart masks and materials. What gives it away immediately is the fact that nearly every edge has the same amount of wear on it. You need to spend some time thinking about the wear and tear an item like this would go through and the stories you can tell through subtle height, roughness and albedo variation. Have a peek at these assets to get an idea of what I'm saying -
https://www.artstation.com/artwork/ybP0RQ
https://www.artstation.com/revel
https://www.artstation.com/macebo
3) I'd recommend working in neutral lighting (Tomoco Studio) and using this LUT within Painter as it's about as color accurate as you can get to Marmoset (turn ACES on) or Unreal if you plan on upping your rendering and presentation game. This could also be why your albedo is reading so flat in the last few screenshots.
Have a read through this, I'm sure there is stuff that can benefit you - https://drive.google.com/file/d/10Lbh4UStQkHGGxJjJiiHLG1KOBvm3bO5/view
And if you haven't already, join a discord community or two to help push your work with like-minded folks. Dinusty and No More Grid are the ones to check out.
Also, did Colin Blankenship happen to teach you to model? ACC was my first brush with 3D art. Blew my mind.
I'd also suggest joining a chat room like Polycount's Slack or Discord, as you'll get real time feedback.
The materials were actually from Substance Share, but I definitely see what you mean about the uniformed edge wear.
I never had Colin as a teacher, but I saw and talked with him a lot. And he always offered me a TON of helpful hints when he'd look over my shoulder at my work when I was in the lab. He's awesome. :-)
Really appreciate the feedback. Back to work!
Keep on grinding!
Added a teeny bit of height to the details on the blade and tines, and some more wear onto the handle. Also, that LUT is a game changer!