Hello fellow Polycounters!
I've taken the feedback I've gotten to work on lighting/rendering. I've also added new pieces to my portfolio. I would love to get some feedback from you guys.
You can find my portfolio at:
https://www.artstation.com/artbyfanMy previous progress thread is here:
https://polycount.com/discussion/233893/portfolio-review-hardsurface-prop-environment#latestMy current goals are to get into the AAA industry as environment artist/ prop artist. I would appreciate any advice regarding polishing my portfolio further, what it is lacking compared to current hires, and what other skills I should demonstrate with my next portfolio piece.
Thank you for your time and keep on rocking!
Replies
I've taken a stab at reducing the geometry of the props and added weighted normal + hardedges to the reduced low poly. Thankfully it worked out well enough I think. The results are posted back on Artstation.
https://www.artstation.com/artwork/xD0ZVX
Reflecting on it now, my workflow was to build a mid poly with mostly quad faces, add holding lines, and subdivide. And bake the high poly down to the mid poly. I think this worked for baking as the holding lines that helped create the high poly also do a good job of orienting the normals (essentially emulating weighted normaled lowpoly?).
I somehow had never heard of weighted normal before today, definitely will include it in my next project. I think I'll need to reorganize my thought on what my baking mesh vs low poly should look like.
Appreciate you pointing that out, keep on rocking!