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[Portfolio] Environmental / Props Advice

polycounter lvl 8
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Bearded_Man polycounter lvl 8
Hi guys,

Well I have been searching for a suitable place in order to receive some constructive help, guidance and feedback regarding my portfolio. I hoped by making a post here may prove to be a good start J

As you may be able to gather after looking at my site I have set my sights on environmental game assets, this is where I believe my greatest passion and skill sets lie.

Although as of yet I do not have a vast variation of work to present and I am aware that my portfolio is far from finished, I hoped that I might have just enough pieces for feedback and also advice on what type of work I could include. Overall hopefully with my site you may be able to gauge if I am working in the right direction or not.

As like most out there I am working hard towards becoming a junior environmental artist and I hope that by using this post and critique from it, it shall better my chances to landing suitable interviews for the future.

http://glynnrichards.carbonmade.com/

Thanks again for your advice and comments it’s a great help.

Cheers

Replies

  • PeterK
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    PeterK greentooth
    Hello Mr.Richards,

    Please consider the following appraisals, I hope they are of help to you:

    Breakdown: "Middle East Street Scene"

    • There is little to no color variation: May seem as a way to unify a scene, but the lack of variation in tone only serves to flatten it. Consider something like a color scheme generator to give you good variations that are within the same color framework as your base color. http://colorschemedesigner.com/
    • There are shading and smoothing errors on your models, from the back edge of the car, to the curb, and finally along the little "bit/prop" models here and there.
    • You've used a "bump map" across most surfaces. Some of these surfaces don't need it. In other instances, you've pushed the bump out so far that it takes a typical "beginner" look. Subtle detail is hard to master, but you can do it. I suggest you read this tutorial to help : http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/the_top_ten_tips_of_texturing
    • You should also strive for more "connective" tissue between the buildings and the ground, the various elements. Imagine connective tissue as something you add between sections (building to ground, road to ground). Right now the scene is just too busy.
    • Here is a video I did of a similar environment, with some of the above principles applied: http://youtu.be/h9ZkCs4gWbA
    Breakdown: "Apache AH- 64D"

    • Heavy overlays , comes off as sloppy detail.
    • overlays size is too large (large white scratches)
    • Doesn't take the vehicle history into consideration, Apaches are US military vehicles, they are not allowed to be in this condition if they are are in use. If it's suppose to be decommissioned/beat up, it's not conveying that. Often times just slapping overlays on something is considered "lazy" because it's cheap and dirty detail (I did this often when I started), grow out of it as fast as possible.
    • Smoothing issues. Seems like your normal map is doing no work whatsoever. It's not defining any edges for you, not really showing much depth/curvature at all. Normal maps are not glorified bump maps, don't use them that way, it's a waste of rendering passes.
    • Inconsistent polygon density. You have a lot of polygons in one place, and very few in another. Sometimes a model needs this, often it does not. For example, your missiles have a ton of polys but the front of the pylons have very few. You've also used a bunch of extra polys in places where they're not needed. Look up mesh topology on other models, and improve your usage of polys. This current level would not fly at any studio.
    If you want to learn to improve the things I've mentioned, I think you're more than capable of doing so. My friend Alan produces excellent work in terms of portfolio/game quality models. Study his works and learn from the subtle nature of his details : http://www.polygoo.com/

    In essence, I think you can continue to improve, and you're on the right path. I've been exactly where you are now, I can tell you that if you continue to learn, you'll do fine. I hope I've given you a realistic appraisal of where you are, you show promise, but you're not ready for a studio job yet. BUT, I really think you can make it there. Good luck Mr.Richards.
  • Bearded_Man
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    Bearded_Man polycounter lvl 8
    Hey PeterK,
    just to say thanks very much for some in depth crits, its most helpfull :) my first too scenes are my oldest works however Iam unsure wether to return back to them for an overall haul or just move them out when I have some more new work.

    Cheers again
    Glynn
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