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Props and Environments - For Critique

Hello Polycount,

I would like to submit a few props and environments for critique.

Viewport scenes rendered with Xoliul shader. Environments rendered in UDK.
90% of textures are hand-painted.
You can visit my site marks3d.ca , but currently has outdated work. I would appreciate any critique before updating and applying to employers.

Thanks!

http://imgur.com/a/6eIcG#8
http://imgur.com/a/6eIcG#10
http://imgur.com/a/6eIcG#0
http://imgur.com/a/6eIcG#2
http://imgur.com/a/6eIcG#6

Replies

  • Orgoth02
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    Orgoth02 polycounter lvl 9
    I don't know about everyone else but I see nothin
  • Prtofdacrowd
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    Prtofdacrowd polycounter lvl 8
    I can see them :P but it would be nice if you were to embed them into the post, or just link us to your portfolio site...

    I think your work has a lot of potential, the wireframes show good topology and your poly distribution seems good. Just maybe your work suffers from what looks like way over the top normals for everything...

    The only prop I have problems with is the sofa, its maybe just a filler asset but as a portfolio piece and the first object you show me in the slideshow its not great, maybe you could take some care in the sculpt, but the texture seems out of place for me there just seems like your leather, being skin at the end of the day has huge cells... you know what i mean? Its more like that sofa is the size of my wallet as thats the way i expect to see that size of leather on, not a sofa...

    Hope this helps, hope it didnt rant just kept coming to me as I was writing :)
  • jeremiah_bigley
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    jeremiah_bigley polycounter lvl 15
    biggest thing I notice is optimization on the lowpolys. The couch, gas pump, and cloth on that crate have a number of wasted tris.
  • markski
    Thanks for commenting! Appreciated!
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