Hey guys Been working on my Skills for 2 years now , graduated school and dug my head in the 3d scene, Some of you might know me from other communities and if not the name is Arman Abounourinjad i grew up loving games and as soon as i finished high school i knew i wanted to work in the game industry as a 3d artist now with my 20th birthday coming up, Its been 2 years since i started my journey as a 3d artist.
I have come to a point where I want to start applying to local studios ASAP but want your feedback on my work before i send out emails. I recently updated my portfolio which can be reached at:
www.Armanguy.net
I want to become a level/Prop Artist . I know there is a lot of opportunities where I live,
Vancouver,BC I know we have a few polycounters that work at some studio's and would love to see there feedback on my work I am looking at Threewave, Blue Castle Games, Slant Six games as they are the companies that have published work that i would love to work on. but i know i cant pick and choose as i don't have a lot of experience.
So here is my work and portfolio crit thread tell me what you think of my work and what i need to work on thanks for your time guys
and just to note that i am actively looking for work so if any of you work at any studios in Vancouver give me a pm as i would love to talk about any opportunities available for me, again thanks guys.
Replies
The square logo thing is cool ...but if someone saves off one of your images they'll never find your site with it. You should tag the photos with either your name or your site url.
I think you can safely remove the image link titles like "FUTURE TANK". They don't look very good.
I would take the text stroke off your name. It's a complicated enough name already
Get your downloadable resume on there and begin applying! Apply to the little guys too. There are many in Vancouver.
Looking good though keep it up and good luck on the hunt.
@Johny: Hey thanks for the crit about the normals and textures i have been doing a lot of small projects to work on both my high poly modeling and texturing. I think the thing that gets me is i try to paint all my textures with just my own brushes in photo shop and i think it limits what i can do so i think i should try to incorporate more reference into my works.
@TWilson: Hey thanks for the crits i will try to fix those problems on my site and get my download able resume up there asap. Also i think i might put one more thing into my portfolio before start applying for jobs.
@Ironhawk: Ill be sure to try your technique on all my new stuff that i work on. thanks
And as for the crazy high-poly smooth stuff, I make high-poly meshes for all my objects now-a-days even the staircase above has a high-poly mesh. i usually don't show them unless the high-poly is really carazy! as you like to say :P
http://www.builderbill-diy-help.com/image-files/st-reo.gif
The gold texture on the door is too saturated and is leaning a smigde too far to the green side of the spectrum. Keep it up though, you're making progress.
This house so far reminds me more of one in the depressed areas of Detroit than anything else, might wanna look up some ref on that.
Here's a good stair picture, a little too destroyed, but something:
http://www.startuckpointing.com/images/Concrete_Stair_Before__2_.jpg
.
render the pics with catmull.rom, makes the render look sharper
8ftspider brings up a valid point, but another thing to consider to make your stairs visually work more is adjust the thread and riser size, yours are equal, most are not, for functional/ergonimic reason.
Look up some formula for getting that right, there are plenty. If you are particularly interested I can copy some from my archi books.
Your stairs seem disconnected functionally from the rest of the house. Why is it going up so high? Your foundation doesn't give any visual cues to do so.
Sorry bit lengthy and picturefull post, but I think this could be usefull. Figuring out how things work and are made, their constructional and functional story imo can help a lot to sell your image, bring it to another level. I'm by no means on that level, but I do know how to design buildings
This house is a box. A garage in the ghetto on a house this small?
The door can't be that close to the edge of the house and the wall be thick enough. between the exterior and interior.
The roof tile would more likely be seen on a medieval house than a modern one.
At least use the ref StJoris posted to get your house shape. This is current design is so simple you're insulting your own ability.
Remember a good model is a good model, but bad lighting and a bad render makes everything look like poop.
-lighting
-sharper render
- some more props
- making the building a little wider
also with your portfolio, your tanks shading is crap because the front section goes over 90degrees which is a bit of a obvious mistake (shitty round shading where there shouldnt be), add a hard edge in the low poly re-render the normal), it will make it a load better, csos thats the first thing i see and i dont get past that=)
lookin good
also for my next project im going to make a new tank with all the skills i learned in the past couple months
I say dont sell yourself short. This has potential, you just need to start mkaing stuff like they actually appear IRL and not straight from imagination.
reference, reference, reference.
keep it up
REF:
http://www.legionglobal.net/images/400cc%20ATV.JPG
http://4newbies.planetwolfenstein.gamespy.com/ETQW/images/husky.jpg
http://www.discountramps.com/atvImages/atv-cargo-bag-2.jpg
http://www.globalsecurity.org/military/systems/ground/images/atv_020717_06.jpg
http://www.tiresnstuff.com/atvAgKits.jpg
Handle Bars
Bags
Engine
Exhaust
Seat
fixing the frame
Also i updated my site:
www.armanguy.net
I've been watching your work for a while, and I see a lot of potential there, I really do. But I also see that you tend to cut corners and shrug off advice given from many experienced and talented people from this forum. If I can give another piece of advice, I would say "embrace the critiques". Really listen to what these guys and girls have to say.
You are off to a good start though, I hope to see you finish this. Good luck.
Alright, enough of my ranting.
The garage door is kind of industrial for residential? Normally those types of garage doors are made out of big panels.
The ATV is looking great BTW!
Kind of feels like soft material by looking at it....you should go on CG textures and get some ideas on how doors like that should look like....
right now that house is really not looking good. you need to look at the house you made and think, is this any good compared to games i played so far. then research.
right now. the garage is looking huge when compared to the front door
so. really. if you want to do a house. just do a new one.
ok. here are some refs that are similar to the one you are making.
Like bitmap, I also noticed the lack of AO. It will really help to sell this thing if you bake some AO; currently, all of your corners, be they concave of convex are light-colored, so it's making this thing hard to read. A bit of AO will take care of that. It will also make it feel like the different pieces (bumper, bag, rack, etc.) are really connected to the thing.
This is what we are talking about. That's your high poly, no? If I had to guess, the same geometry that's in that image, is the same geometry used in your low poly, and that's just, well, stupid. Why put the time into some areas but not the others? Add in some edgeloops to tighten up those edges. Doesn't take a lot of work, really.
And yes, it desperately needs some AO. And thus far, the materials on it are confusing. In my experiences with ATVs, the body molding is usually made of a plastic material, but you have the edges getting scratches/paint chips like it's metal, however there is no spec almost whatsoever, so now I'm really confused as to what it's supposed to be.
I'd definitely gather some more reference images, and take your time with it. Don't just get things done to get it done and on your portfolio. Five really good pieces on your portfolio will be far better than one hundred sub par pieces.