Hi everyone! This is my first post in the forum and a bit excited. In short, I graduated architecture dep. at 2020 and worked in archviz area for 2 years, half of a year as freelancer and 1.5 year in a studio. Then I decided to shift my proficiency to Hard Surface Modeling by creating game-ready assets. For almost a year I am trying to develop my skills as a freelancer by doing various models. Now I'm aiming to apply game studios for full-time works but I don't know that is my portfolio covers what studios look for. I am open to every kind of advices
artstation:
https://pixelalp.artstation.comSketchfab:
https://sketchfab.com/pixelAlp/modelsThank you!
Replies
It's a marathon not a sprint, keep it up and good luck, you might find gamejams and indie dev worthwhile
To show the parts, you can show the model in pieces, and still frames with the slide back.
But as above, fewer pieces with a much higher quality to them. I'm in the middle of culling my portfolio right now and it's hard to do, but you want the maximum impact from your portfolio in 5 seconds, because anyone reviewing applications will only have a short time to look at any portfolios. They won't look through stuff that's only okay.
Regarding the work, I think some designs look a tad to simple with patterns looking a bit stamped on top. You could reduce the design aspect for now and focus more on execution by working more off existing designs and also use more references. Check out the bi monthly environment challenge on the forums, there are always some hard surface concepts in the mix.
Keep it up!
https://www.artstation.com/artwork/xDe3XW
Jokes aside
1) This front part is supposed to have a cap and is also suppose to be smaller, and the current size of the hole it looks like its a (terribly designed) double barrel revolver (see Nero's revolver from DMC) and the wireframe is not symmetrical. (that's not really a big issue but I would try to fix it)
2) The "wrapping" is increasing the polycount without adding much of interest not to mention it is going to cause problems with the holster, it would make for a very poor bayonet and its also hiding some of the engraving work you have done.
3) Your engraving looks like it was done by hand. Why not make alphas in photoshop then add them onto your hi-poly in Zbrush it would save you alot of effort and you could probably get a better result out of it.
4) The model has n-gons (if they triangulate properly it won't be a problem but it would be better if it was either quads or tris. (See image)
5) The part that holds the cylinder is weird look at some reference images and remake it. (see image)
7) The cylinder release is missing.
8) Baking issues Not very major but it would look better if fixed.
9) Issue near the trigger guard.
The texture could be improved (but since I don't know much about texturing yet you'll have to wait for someone else to critique you on it.)
If you want to keep the metal wrap thing despite its impracticality I would suggest remaking it like thorns (so that it would at least be harder for opponents to grab the barrel) or making it part of the design and engraving
Also you may have baked the extractor of the cylinder to the part behind the cylinder
I would prefer the model to be made up of as few objects as possible but that's just my own opinion I think.
-reference for thorns and points 1) and 5)
Its always a good idea to keep a few references at hand so you don't have to guess what a part is supposed to look like but since there aren't many reference images for Korth revolvers I would suggest sticking to the good ol' colt python (which looks pretty identical but has more references available) for the base of your model then add your own modifications later.
I hope this helped.