why did you just re-post? we saw your portfolio and work http://www.polycount.com/forum/showthread.php?t=87784
go back and read through the comments and you will know what we all think
and btw why do you still have those 360 and ps3 images on your stuff?
were they in a released game?
the dumpster you "did" was from a tutorial off the net
and the pillar looks very similar to the eat 3d next gen pillar video here > http://eat3d.com/pillar
But idk, use these tutorials as a process on how to do things , not to copy and put them on your portfolio ?
Just wondering, why do you put the number of polys instead of tris? Is it 800 quads which is 1600 tris, 800 tris or a mixture of quads and tris which add up to 800?
How about just mentioning they are real time game assets? adding the platform logo make people assume they are from a released game.
Yeah I understand what you mean Wombat, didn't think of that! I was reading a website that gave all the stats of different platforms and then I made the models with those platform stats in mind, so put the logos to show it would be easy to use in those types.
Nice to see someone explain it in a nice way though..
some arsy people on here haha
There are some honest, professional game-artists here (me not included). Be appreciative that people take the time to give you no-nonsense critiques, as harsh as they might be, it's far more valuable than some half-hearted comments you might get at school or from buddies. Nobody here is going to puff you up unless you deserve it.
There are some honest, professional game-artists here (me not included). Be appreciative that people take the time to give you no-nonsense critiques, as harsh as they might be, it's far more valuable than some half-hearted comments you might get at school or from buddies. Nobody here is going to puff you up unless you deserve it.
Yeah I posted here because I want the feedback good and bad. But there's always a nice way to say critique
Welcome to Polycount, where your work gets shredded to pieces, people cry, and sometimes you feel worthless but don't worry! We're nice, help you along the way, and make you a better artist. (Don't take this serously, I'm being humorous)
Anyways, you got some nice assets but I would agree to get rid of the logos and post the tri counts. If you use tutorials, don't post the tutorial object for your portfolio. Instead take the techniques in which you gained from the tut and apply them to your own model. It also helps you burn those techniques into your brain when you have to do some critical thinking around your own model. Keep posting your stuff!
Welcome to Polycount, where your work gets shredded to pieces, people cry, and sometimes you feel worthless but don't worry! We're nice, help you along the way, and make you a better artist. (Don't take this serously, I'm being humorous)
Anyways, you got some nice assets but I would agree to get rid of the logos and post the tri counts. If you use tutorials, don't post the tutorial object for your portfolio. Instead take the techniques in which you gained from the tut and apply them to your own model. It also helps you burn those techniques into your brain when you have to do some critical thinking for your model. Keep posting your stuff!
Zack Dembinski
Thanks. I am being totally honest when I say I had never seen that tutorial before until that guy posted the link. His is well better than mine anyway!! But I was saying it's good to know I'm using the right technique
Oh, and I would probably remove all the "In-game" text from your images, technically you captured them from viewport so they are not in game. Next gen will do and we'd assume they could be in-game usable.
Oh, and I would probably remove all the "In-game" text from your images, technically you captured them from viewport so they are not in game. Next gen will do and we'd assume they could be in-game usable.
I think you'd be best posting up one project as you work through the various stages of it. Also because of the lack of wireframes and texture breakdowns there's not much information for people to go through.
I think if you wanted to improve on your character art I'd consider doing a new one instead of improving the iron man. My first impression of him is he seems more like iron-boy.
The trick is to not stop learning. You're on the right track... It's just posting those images with 360 and ps3 on your images is kinda hilarious, to be honest. What i suggest is just go back to Game Art basics, browse the Polycount http://wiki.polycount.com/ and understand what you need to do to improve your work. The more you learn the more your mistakes will pop out. It looks to me that a good study of diffuse, specs, and how to bake normals will set you in the right direction. Then, do some research on highpoly modeling. But, Start simple.
This is much better presentation wise. A wireframe would be nice as well but from this I would say you could work on your UV layouts to better maximize on the space. maybe have a look at mirroring some of the space.
This is much better presentation wise. A wireframe would be nice as well but from this I would say you could work on your UV layouts to better maximize on the space. maybe have a look at mirroring some of the space.
The untextured model is the wireframe
I don't like mirroring stuff if I don't have to, but I know what you mean. If I had to for a job I would.
That green and purple really pop out to me. If that dumpster is really grudged up the way it is you'd think those colors would have faded like the rest of the grafitti. Same goes for the warning signs, they would be faded and torn more.
Besides that, it's looking pretty good!
Look at examples on how to present your work!
You don't need to invent spread sheet content on your own...if that makes any sense. Just do what all artists do, steal ideas and make them your own!
Look at other websites, professional websites particularly. They know what to put up to showcase their models.
These are some great websites that will show you examples: (again, don't completely steal their idea, just take parts that you like and make it your own while still keeping the necessary info)
I'll throw in my 2 cents worth, and yeah, that's about all it's worth, lol.
1: for the wireframe, still looks like you have a normal map on it. Which:
A- makes it harder to see the wires because it is 'dirty'
B- adds detail that really isn't there.
Just add a plain grey material so ALL we see is wires. Also make that material fullbright (100% self illum), the shadows aren't needed and also make it harder to read.
2: for the Low Poly there is definitely some waste. On the lid where the ridges are, you have polys that continue around the edge of the lid. You could wled down some verts there and get rid of quite a few tris. Not sure if the ridges are inside the lid too, but at least on the edges you can kill quite a few.
3:Material.
That dumpster texture is an obvious (cgtextures?) metal rust. And it's OK to source materials like that. But have you ever seen a dumpster like that?
First it doesn't really look like it was ever painted, second it is very pocked.
Most dumpster i see are painted a dark color (to hide the obvious filth on them), usually dark green or Blue. The surface (painted metal would be pretty smooth) would have scratches and chips, especially on corners. And rust would occour there, but not just randomly all over.
Graphitti on the other hand is much harder to predict.
Replies
http://www.polycount.com/forum/showthread.php?t=87784
go back and read through the comments and you will know what we all think
and btw why do you still have those 360 and ps3 images on your stuff?
were they in a released game?
and the pillar looks very similar to the eat 3d next gen pillar video here > http://eat3d.com/pillar
But idk, use these tutorials as a process on how to do things , not to copy and put them on your portfolio ?
800 polys for that dumpster? no way dude no way.
www.3dmotive.com
go go go go go go go go!
No way as in you don't believe its 800poly? Cause I know how many polys my work is! hah
Or do you mean it should be lower?
Yeah I understand what you mean Wombat, didn't think of that! I was reading a website that gave all the stats of different platforms and then I made the models with those platform stats in mind, so put the logos to show it would be easy to use in those types.
Nice to see someone explain it in a nice way though..
some arsy people on here haha
Used maxviewport to render and that's what I was told to always render in to get a true in game render. So many people say different things
Do you mean to put 800polys then put tri count aswell or just tri count
Wait, is it a real time screen shot in the view port, or was it rendered out in mental ray or vray?
Real time viewport
There are some honest, professional game-artists here (me not included). Be appreciative that people take the time to give you no-nonsense critiques, as harsh as they might be, it's far more valuable than some half-hearted comments you might get at school or from buddies. Nobody here is going to puff you up unless you deserve it.
Yeah I posted here because I want the feedback good and bad. But there's always a nice way to say critique
Welcome to Polycount, where your work gets shredded to pieces, people cry, and sometimes you feel worthless but don't worry! We're nice, help you along the way, and make you a better artist. (Don't take this serously, I'm being humorous)
Anyways, you got some nice assets but I would agree to get rid of the logos and post the tri counts. If you use tutorials, don't post the tutorial object for your portfolio. Instead take the techniques in which you gained from the tut and apply them to your own model. It also helps you burn those techniques into your brain when you have to do some critical thinking around your own model. Keep posting your stuff!
Zack Dembinski
Thanks. I am being totally honest when I say I had never seen that tutorial before until that guy posted the link. His is well better than mine anyway!! But I was saying it's good to know I'm using the right technique
Cool, these are great pointers. Thanks guys
I think if you wanted to improve on your character art I'd consider doing a new one instead of improving the iron man. My first impression of him is he seems more like iron-boy.
Does this look better, anything wrong?
The untextured model is the wireframe
I don't like mirroring stuff if I don't have to, but I know what you mean. If I had to for a job I would.
Besides that, it's looking pretty good!
You don't need to invent spread sheet content on your own...if that makes any sense. Just do what all artists do, steal ideas and make them your own!
Look at other websites, professional websites particularly. They know what to put up to showcase their models.
These are some great websites that will show you examples: (again, don't completely steal their idea, just take parts that you like and make it your own while still keeping the necessary info)
http://www.ilyanedyal.com/
http://scotthomer.co.uk/
1: for the wireframe, still looks like you have a normal map on it. Which:
A- makes it harder to see the wires because it is 'dirty'
B- adds detail that really isn't there.
Just add a plain grey material so ALL we see is wires. Also make that material fullbright (100% self illum), the shadows aren't needed and also make it harder to read.
2: for the Low Poly there is definitely some waste. On the lid where the ridges are, you have polys that continue around the edge of the lid. You could wled down some verts there and get rid of quite a few tris. Not sure if the ridges are inside the lid too, but at least on the edges you can kill quite a few.
3:Material.
That dumpster texture is an obvious (cgtextures?) metal rust. And it's OK to source materials like that. But have you ever seen a dumpster like that?
First it doesn't really look like it was ever painted, second it is very pocked.
Most dumpster i see are painted a dark color (to hide the obvious filth on them), usually dark green or Blue. The surface (painted metal would be pretty smooth) would have scratches and chips, especially on corners. And rust would occour there, but not just randomly all over.
Graphitti on the other hand is much harder to predict.