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Modeling Portfolio Critique?

Hello! First time poster here. I was wondering if anyone wouldn't mind offering some critique or opinions on my demo reel? I'm a reasonably experienced artist but fairly new to the world of 3d, and I don't really have anyone in my social circle who can give me useful and honest feedback.

Here's the link to my reel: https://youtu.be/MJtbWiOMxO8
Here are some samples:

 
Thanks very much!

Replies

  • Ged
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    Ged interpolator
    Hi and welcome to polycount! I like your work, some of it looks really nice, some of it looks a bit unfinished? When you show the wireframes there are some very dense areas of polys and its sometimes unclear to me whether you are aiming for game 3d art or perhaps more just general 3d art cgi highpoly work? Are you baking normal maps much? The resolution on the reel looks quite low at the beginning, I'm not sure why. I thought the lifeboat modelling work was pretty strong. This submarine scene has a lot of potential, I think you could push it a bit further and show more panel work and texture detail, for example the whole floor and walls look like they are so cleanly joined they must have come out of one mold. Im guessing you are going for something like this https://www.artstation.com/artwork/KagAnG or this https://www.artstation.com/artwork/459q4 . Judgeing by those references your corridor may be a tiny bit wide so it leaves more empty floor to look at. Just some ideas, nice work so far!
  • Ashervisalis
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    Ashervisalis veteran polycounter
    Get your porfolio onto ArtStation! You'll lose the attention of the hiring person with 2.5 minutes of slowly changing images.
  • sacboi
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    sacboi polycount lvl 666
    Like the overall quad topology mesh detailing in your hard surface models, a few areas I'd prefer to see additional support geometry but then only further practice and/or tackling objects with increasing complexity will in my opinion tend to hone workflow familiarity. We've also a dedicated long running sub-division polygonal thread practically jam packed with various examples of technique people had shared when resolving issues, pinned on the Tech section which may be of interest.
  • andrew_double_u
    Thanks so much for the input guys!

    @Ged I am trying to go for game art, but some of the tutorials I was following were from FlippedNormals and they were geared towards film, so my workflow might be a bit all over the place. I am baking normal maps, though the lifeboat scene has no textures whatsoever. I had a goal to finish my reel by a certain deadline so I kinda rushed it towards the end. As for the low resolution, I was trying to go for a chromatic aberration effect in the intro to the reel, but I think my After Effects skills fall a little short. Compositing the reel was by far the hardest part of the whole process for me haha. 

    @Ashervisalis I actually do have some of this work on ArtStation, maybe I ought to have shared that in the original post! https://www.artstation.com/andrew-double-u 

    @sacboi I've definitely made use of that thread many times, it's been super helpful. Thanks for sharing your knowledge!
  • Ged
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    Ged interpolator
    Fair enough, flipped normals seem a good source of info but yeah maybe get some of this stuff more finished when you can, it looks good already but with that last 15% done it would be great. Its a tough industry to get a job in at first bit if you can come as close as possible to the quality you see in current games its much more likely to get you a foot in the door in my opinion as it shows you can definitely do the job.
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