Hey guys, some im new the this forum! I saw alot of people talking about it on cgsociety because someone was asking about crits for getting a job, and someone said go to polycount because they will be honest and people on cgsociety will just be nice. So im hoping i can get that here.
So basically I was reading a few of the threads here and saw that people didnt like first year graduates posting trying to get a job... sooo, im a sophomore in college and figure i still have 2 years to work on my portfolio.
Im not exactly sure where i want to go with 3d modeling, ive been doing alot of different things, but im pretty sure i dont want to do low poly games. Im currently at NCSU doing research for rendering engines and raytracing so that may be an option, and im also considering industrial design. I talked to one industrial designer and he said my 3d modeling just seems boring, and to make it more interesting renderings, like different camera angles. Im hoping you guys can give me some suggestions on that front. So far all my models are 3ds max, currently at my research im doing some models in maya which ill post. most of the renders are from last year, unfortunately i havent done any big projects worth posting, its all been small things that have posed different challenges that i learn from . My website is:
http://cadop.info/ComputerModel.html
Thanks!
-mat
Replies
also your highpoly stuff seams nicely modelled but they look like renders from the 90s. need better materials and lighting to be anywhere near the competition.
- drawing skills (to much quick drawings, get a better sense for line ductus, proportions and layout)
- rendering (shadows, lighting, compositing [e.g warm/cold contrast,..] and get familar with a propper render [mentalRay, vRay, renderman, fryrender,...], like someone else mentioned they look like from 20-30 in the past - and thus a big portfolio killer)
- texturing & UV: many people dont even get startet with it because they moan its to complex or to much work to do,- but if you know how to unwrap then you also know how to better model. And once you unwrapped the image gets automaticly so much more depth and quality
as for modeling try to model more objects that dont depend on subdevision techniques - because it is certainly not always king but knowing a good portion of lowPoly modeling techniques or highPoly without subDiv is really a good base for anything that follows.
@renderhjs: ya i def have to improve drawing, im taking a intensive drawing class this upcoming semester. I never thought about texturing but i guess ill work on that. As for modeling with subdiv, i need to update my portfolio because nothing i did the past year was subdivided, it was all furniture design and stuff like that, but that deffinetly makes sense for doing low poly...
Thanks alot guys
I Couldn't agree more sorry but you asked for honesty....