Hey guys and gals,
I have just started putting a portfolio together. Here is my first piece of work. Please tell me what you think. And don't hold back, I can take it.
Thanks.
P.S. Due to lack of better reference i had to replace most of the chair's panels.
Reference:
Crazy Bump render:
Marmoset render:
Replies
Start with something you know, either something you are very familiar with or something you do very well.
I used crazy bump for that because it is much more faster than zbrushing it.
As Cholden said, start with something you know. Have any cool toys or desk doodads worthy of being modeled and then adjusted with your own take for portfolio? Give those a whirl and show us what you're made of so that we can critique your artistic skills to make you better.
Or...think of a place you really want to work and something that they've made recently and make an asset that you think would fit into their game. Contact them and let them know you made it and want feedback. You never know... they might actually respond. Keep it up and show us more of what you've got.
Also, for future reference, the scale of the concrete/stone texture you used for the seat and the back railing of the chair is way too large and is throwing the rest of the image off. It's a good start, and you will only get better as you go. Trust me... I've looked back at stuff I did when I was first starting and I couldn't believe I had made that.... it is just the nature of this industry.
Nice attempt though, for the next time, provide the wireframe of your model, do not set the bump too high. Use your own discression in terms of judging the model to be presentable.
Good luck.
One of the obvious problems with the above models is the spec. If you look closely at cardboard you will notice the slight hint of the rolled paper that constitutes cardboard. And this shows up in the spec (I notice things like that because I was an avid cardboard fort maker, haha). I would only ever show boxes if they were part of an environment and not the focus.
A good place to start is to look at some of your favorite 3d artists and ask yourself how good your work would have to be to take that persons position.
I agree with Vonklaus completely... Maybe not on the cardboard fort making aspect, I was a couch cushion fort maker back in the day... But its really good advice to look at some of your favorite 3D artists work and try to match / exceed their calibur of work. Also, what I'm finding with my portfolio is that you also need to consider which types of jobs you're interested in. If you want to work for Bungie, try some sci-fi scenes. If you want to work for Sony Santa Monica, try modeling some greek pavillions, etc etc. Cater your reel to the studio that you're really interested in.
As for not wanting to invest the time into using ZBrush... Saying that you don't want to because it takes too long is like saying you don't want a job. I'm using an ancient computer at home, and currently I'm rendering out a high res to low res AO map at 2048... and we're going on 30mins now. Things take time, and great things take even more time (not saying that I'm great... In fact I'm looking at some raycast errors on my render right now! grrr!). But, Rome wasn't built in a day... blah blah blah, and all that bullshit. But seriously man, you shouldn't let time get in the way of quality. Look at the industry, the games that are high quality AAA titles usually have a longer dev time than Binky's Magical Pony Ride for the Wii.
Just sayin.
Here are your new rules: you can't use pictures (short of reference) and you can't use crazybump.
Sure they are great tools, but they are also currently the most abused. As an employer, we get tons of applications, and most art portfolios are just pictures of rust on tanks ran through crazybump or some bullshit. These are immediately rejected because they show no skill.
Either start painting textures from scratch or do some high poly modeling. Make yourself marketable.
And i want to become an environmental artist.
Practice making a room or a garage.
Good luck
The bucket has 2 types of textures one that is an image and the other same image with and artistic filter. And i know the top texture looks a bit bad :P
And here is a wall i have been hand painting in photo. Is that what you meant by hand painted? Could you please elaborate that a bit? Thanks in advance cholden. And do you mean something similar to the 'Some weapons' post by Pavel Petrenko.
If you have a simple object like the one in your last post using a 1024² or 2048² px map the texture should be crystal clear, what size maps are you using? Also check the uv's are using as much of the space as possible, anything less than 75% coverage is detrimental imo.
With regard to painting textures, I would build up the skills by painting over photo textures, without any disrespect it doesn't look like your ready to paint your own from scratch yet. If you want to see great tutorials on texturing, eat 3d has a nice selection and is recommended by many. http://eat3d.com/texturing