Hello everyone. Recently I did a test task for some studio. The quality of my work turned out to be insufficient. I ask everyone who is not difficult to look at the files of my work and point out my mistakes. I will be very grateful to everyone)
https://drive.google.com/drive/folders/1U6l8_N8XNs_oSY8dn8mD2GclmSAU2yvu?usp=share_link
Replies
ok its terrible. Well you did say criticize it :) To be serious the image is not showing up so i reposted it
it looks ok to me, but maybe the dial holes are too close to the edge of the main ring. Not too keen on that purplish tinge to it. down to preference I suppose
maybe push the fresnel a bit more and try some lighting variations
also the dialler would have a piece of paper in the middle with the info of the phone number etc
What was the task specifically? Any reference images? Did you ask politely for feedback from the company, so you can improve in the future? If you got any, what was their feedback?
Similar to what Ruz wrote, I think you increase your chance of getting critique, my making sure the artwork is easily accessible (images showing post) and providing more information.
I would put your drawing on a white background and try to match the angle of their reference image and start looking at details. I did see a lot things that are a little different than the reference image. Your drawing is good but I do not think they are looking for good, I think they are looking at can you match details, do you notice details. They wanted you to match the reference image not make something similar. That is just my opinion.
The work was done in great haste. And in uncomfortable conditions. I see that I did not hit the silhouette and proportions at all ... But I still wonder what is wrong in the technical stages.
Frankly I think you've done an alright job, but we have no idea what their expectations were or what the brief was. You've matched the reference well - the differences are kind of nitpicks in my opinion.
I can see issues around the edges of your bake where there's hard edge splits, which generally looks dirty. The texturing is noisy and unfocused. I don't think you've matched the brass material well, it's covered in scratches and a strange bumpiness that isn't present in the reference. The texel density looks a bit low and I can make out polygonal edges around your curves, but that may be a result of the budgets you were given.
I suspect also that those rings on the dial - as already mentioned - contributed to your rejection, they look messy and incorrect - far too close to the edges and each other and the shading seems off. Could we see your low and high poly?
https://drive.google.com/drive/folders/1U6l8_N8XNs_oSY8dn8mD2GclmSAU2yvu Here is a link to google drive with all project files
I don't know about other guys who think this is ok or alright but this is an unacceptable model on all levels.
The good thing is every beginner does the same at first.
LP
Aside from not matching proportions low poly has A LOT of useless geometry and is too dense.
Any geo that doesn't add to the silhouette or is needed to support shading should be removed.
All geo that is not visible should be removed to save on polycount/uv space
UV
HP
TEXTURES
your textures look like fill layers with random grunges on top
try to match your textures to photo, don't use too much procedural grunges and generators, there never should be a solid color on albedo, add variations
at first create solid base material, then add details
I'd recommend watching a few tutorials, and some practice and you'll be OK.
Would recommend :
Military Radio Tutorial - Maya 2018 and Substance Painter - Master modeling and texturing and create a game ready Prop - Complete Edition from Simon Fuchs
Handgun for Video games Tutorial by Eugene Petrov
Flipped Normals - Modeling and Texturing Props for Games
These are all available via torrent in case you don't want to /can't pay and are high quality.
"Would recommend:
Military Radio Tutorial - Maya 2018 and Substance Painter - Master modeling and texturing and create a game ready Prop - Complete Edition from Simon Fuchs
Handgun for Video games Tutorial by Eugene Petrov
Flipped Normals - Modeling and Texturing Props for Games
These are all available via torrent in case you don't want to /can't pay and are high quality."
....to arbitrarily suggest on not paying or simply to save a few coin, is really disrespectful and kind of shitty advice using cracked files, especially when one considers the individual industry profiles by whom those paid resources were initially authored!
Anyway OP, for the time being at least I'd advise continuing to spend time effectively honing your skillset, either planning and/or researching then practice, practice, practice...which in my opinion is just a matter of further refining an overall polish, for the next opportunity. I'll also urge browsing through some of Tim Bergholz's work over at ChamferZone to get a vivid idea, generating quality assets end-too-end plus helpfully there's also free tutorial content available.
Thank you very much for such detailed feedback. I can only cay that the maximum polygonage of 10000 was specified in the terms of reference, which is why there are so many edges on the cylinders and chamfers.