Hi everyone, I’m looking for some feedback on my portfolio. A few weeks ago I sent out some job applications and received radio silence in response, and one offer of an art test which I failed. At this point I know I need to improve further, but I don’t know “what” I should focus my efforts on. Currently I’m slogging through a (mind numbing) Gnomon Workshop environment modeling tutorial and working on improving my vertex painting skills.
Regarding the art test, I’d like to share my work and get some critique about where exactly I screwed up, but I don’t know what the protocol on sharing art tests online is. I wasn’t required to sign an NDA or anything, but I have not asked permission to share it. Since they did not respond to my request for feedback I don’t want to bother them anymore. Thanks!
You can view my current portfolio here: https://www.artstation.com/breannabeauchamp
Edit: I’ve decided to share my art test. You can access it here: https://drive.google.com/drive/folders/1BsjcHu2e55AatMe_1UQHaoY60wk64ay6?usp=sharing
The folder is exactly what I submitted to the studio, minus the test document.
After thinking about it for some time I’ve made a list of what I think were my main errors. In addition to these things, the whole art test was plagued with every technical issue possible, from regular engine crashes to power outages that corrupted my save file. I would have probably been able to submit my project three days sooner if not for those problems. I don’t think this would have changed anything in the long run though.
-Prioritizing visual realism too much over optimization/clean modeling techniques
-Not snapping models to the grid/having random dimensions for meshes
-Misinterpretation of the term “modularity”
-Bad mesh optimization for a game environment
-Bad/lazy lightmaps
-Too many meshes with unique UV sets compared to modular pieces
-Overreliance on decals compared to other texturing methods
Replies
I’ll admit that I am a bit intimidated by complex sub-d modeling. There is one fairly complex robot model I’ve been working on and off for a while now as a practice project. I’ll link an upload of that project below. The current mesh has some issues, but if you or others say it looks alright I can press forward and finish it. The prop for the Polycount environment art challenge this round is a pretty complex looking steam carbine so I’ll have a go at that and hopefully end up with something decent.
There are a few studios in my area but the selection is not too good. I’ve only applied to local opportunities and studios that offer remote work so far.
Robot practice project: https://drive.google.com/drive/folders/1Q13r3re7LGzj9ayk64mvTkfI8Ce8dqVw?usp=sharing
By the way, did you end up using any photogrammetry assets or texture libraries? The wording of the brief almost sounded like they wanted to see that kind of thing in your finished scene. Maybe that studio uses asset libraries in their day-to-day workflow and they wanted to see how you might incorporate pre-made stuff into your work. . . Or maybe I'm reading too much into it.
If you have the time, you could try participating in the newest Artstation challenge starting in a couple of days. It could get you and your portfolio some extra exposure, as well as bragging rights for your resume if you get 'honorable mention' or higher.
@Ashervisalis Thank you for sharing that tutorial and offering to help if I get stuck. I look forward to working through it, my sub-d modeling skills could definitely be improved. Is there a space here on Polycount where I can join a chat community for art tests or would I find one elsewhere?
The “Art_Test_Doc” file in the folder I shared was all the information I was given to work off of for the art test. The scene lighting is pretty washed out because I didn’t see any shadows or directional lighting in the reference I was given. I tried to cast really subtle shadows a couple of different ways, but I couldn’t figure out how to make it look realistic with an overcast sky.
@JamesBrisnehan Thank you for the feedback! I agree the windows/doors definitely look off. I tried making them slightly transparent at first, but the result looked pretty bad. The main thing that bothers me about them is that they are just stuck onto the wall without any recess. I really wish I had learned vertex painting before getting the test. I would have been able to break up the textures on the walls and ground much better instead of just using decals.
I actually used a ton of megascanned assets and textures from Quixel for the scene, and some stuff from Substance Source. Everything that you see in the renders that is not uploaded in my art test folder is a megascan asset or texture. Probably the most prominent examples are the piles of scrap around the edge of the building and all of the decals I used.
I’ll take a look at the Artstation challenge! Are you referring to the “Grand Space Opera: Light Age Game Environment/Level Art” one?
@Ashervisalis Thanks for sharing about the Polycount Slack chat. I’ll introduce myself over there sometime soon. I’ve also started going through the Pluralsight tutorial you recommended. It’s been really helpful so far!
@JamesBrisnehan Thanks for explaining the Artstation challenge. I think I have a better chance of succeeding with the Environment Art one but I do need to get better at sub-d modeling. Maybe the challenge brief will help me decide. I will definitely post updates on Artstation and Polycount for whichever one I end up choosing.
The main issues I see are some scale slips—small but enough to break immersion—and the distracting windows. I've included all points made in the gif as text in the spoiler tag too. Sorry about the speed, this would be better as a slide or miro presentation!
(Note: I adjusted dimensions only enough they read a slightly more correct so you get what I mean. They're still not true to the ref.)
Transcript
1
Excluding 1st person games, you’ll likely need higher than real life passages to allow space for the camera, so entrances lower than in the reference are concerning.
Also be careful about (the piping) transitions, there were thickness issues in some areas. + Thicker pipes match the reference better and will also look better from a distance in engine.
TIP: You can extract dimensions of elements in the reference with architecture apps (eg Image Meter) or Photoshop. Take note of how these elements relate to each other.
2
The door should have a slimmer and inset frame. The window frame should be thicker.TIP: Most exterior frames on facades exposed to the elements will be inset to avoid water damage and dirt; otherwise they’d have rotted away a long time ago.
3
The second floor windows overlook a corridor (or a room that reads as one from the ground).Take care to maintain the original alignment when working from ref. Yes, that section of the wall is wider, but that’s easy to gloss over. The misalignment is harder to ignore.
4
The relationship between the chair and entrances establishes the scale of the scene. The scale of the grass should be adjusted to reflect it. Also, make cracks from which the grass is growing more obvious.5
Add a matching layer of dirt to the foot of walls. It not only grounds them in the scene but makes sense, with wind and rainfall splattering dirt from the ground on them.
6
Rusted metal will follow the same pattern of damage from the walls.
Glass windows will be inset while metal windows might be a cover to inner windows. (Note: I didn't inset or adjusted the scale of those windows, but you know the jam.)
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Be careful with decals leaking onto surrounding surfaces.That's it! I hope it helps. And bonus tip: The reddish hue of the extra layer of dirt on the ground and walls should be enough to make the scene more grounded (no pun intended!), but if it's insufficient then a slight color tweak in the post process or a super soft reddish static light would help. This happens because the sum of bounced colors on the ground level will read as a warmish tone under the overcast sky, so a dash of a warm color here sells the idea there's air between the viewer and the subject.
I agree your stuff looks pretty good, however maybe focus more on coming up with something thats not based closely to a concept? Like it cool to take ideas from other peoples work, but I wouldnt fill too much portfolio with something thats close to 1:1 to a concept.