Hi, guys, I'm planning to apply for a junior 3d artist position for the games industry and wandering if my portfolio is ready or still getting there. Any constructive criticism would be awesome!
For a portfolio piece you can put as many polygons you want, but try to match realistic numbers based on the size of the asset in a game. Sure when you are also need a closeup mesh with a higher polycount then maybe show that you can also create LOD versions. For example your pipe has a low polycount but a 4k texture ... for this kind of asset in a game you can easy shrink your texture size and use a 512 x 512
I was wondering why do you work with specular and gloss textures? Most of the modern games are working with the PBR workflow. I'ts also easier for you because you just work with metal or non metal surfaces At the moment most of your textures sharing the same gloss and spec values. Your wodden shield has not realy a noticeable contrast between the metal and wooden parts.
For your presentation ... also a good way to show that you are capable of working in the games industry is to show your porps inside a common engine like UE4 or Unity, so a recruter or art director can instanly see that you are also able to set up materials etc...
Thanks so much crazy_pixel, I tried the PBR metalness workflow and it makes so much so sense now! Yes I am getting familiar with UE4 and it's a good a point that I should render with it.
Try to challenge yourself a bit more by creating something with a more difficult shape. Things like shields are fine as set dressing for a scene but as a stand alone prop a simple shield isn't that interesting.
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nice happy little assets
Here are my thoughts:
For a portfolio piece you can put as many polygons you want, but try to match realistic numbers based on the size of the asset in a game.
Sure when you are also need a closeup mesh with a higher polycount then maybe show that you can also create LOD versions.
For example your pipe has a low polycount but a 4k texture ... for this kind of asset in a game you can easy shrink your texture size and use a 512 x 512
I was wondering why do you work with specular and gloss textures? Most of the modern games are working with the PBR workflow.
I'ts also easier for you because you just work with metal or non metal surfaces
At the moment most of your textures sharing the same gloss and spec values. Your wodden shield has not realy a noticeable contrast between the metal and wooden parts.
For your presentation ... also a good way to show that you are capable of working in the games industry is to show your porps inside a common engine like UE4 or Unity, so a recruter or art director can instanly see that you are also able to set up materials etc...
I hope that helps
Keep it up!
Thanks for a honest critique!
https://polycount.com/discussion/216262/vintage-leather-armchair-wip-and-feedback#latest
Check it out to see a WIP progress of a new asset any feedback would be great!