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Portfolio Feedback

Hello! 
I am a student in my last semester of my AA in Game Development, and have been tasked with requesting feedback and critiques on my 3D models. 
I've linked to my portfolio, which I am currently still putting together. 
There are 3 major pieces that I've made in the time I've been in school, and am happy to receive any feedback regarding these models. With all of the models on my site, I was tasked with creating low-poly models and putting them together in a scene. On two of the models, the Reading Nook and the Kitchen, I used digital painting to create most of the textures. 
Feedback I am specifically looking for would be any way to improve on the work I have been doing. 


Kitchen (sketchfab): https://skfb.ly/oBDE7
Medieval House (sketchfab): https://skfb.ly/pAVvP
Reading Nook (sketchfab): https://skfb.ly/pAV9u

I look forward to hearing your responses.  :)


Replies

  • iam717
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    iam717 sublime tool
    Hi, okay you asked for it. (oh okay AA development) than its probably fine otherwise, below.

    Flat textures,

    The concept of the female unless she has a wondering eye, seems off, which could've be the goal, if so achievement unlocked.  You did flip left to right and right to left while working on the image right? did your teacher tell you that at all?

    Wasted uv space:
    on your texture maps and i seems as if just by viewing that you just pressed the organize option and left it there, there is an art to uv's in itself and yes a lot of people kind of hate doing it, i do not on most days but i am sure eventually everyone has their limitations.

    The cottage is cool no uv presentation in this one, default renders are so dark.  Probably have to look into the monitor brightness overall calibration settings on your end, there are videos on the net about all this, there is a product called calibration SPYDER that is costly but does it all for you.

    All in all I'd say, make a game demo with what you got if you can, make a default human lowpoly figure or find one 'free" you can use in your demo, see how it goes. (what i usually say, as this is wisdom speaking, if i had done this instead of making countless portfolio updates, I'd had made a game already.)

    This is what i got for now, i had worst c&c in my days, oddly enough it did make me sort of better for it.
    If you continue you will see what we meant if more people come in & chime in whom have more time to do so.

    Otherwise with that is mentioned do a quick searching here
    With the points mentioned.

  • MoonHaloWolf
    I did notice that she has a bit of a lazy eye, but the model reference I used for that assignment had a lazy eye, and I did not correct it (because finals lol). I will definitely correct that. And yes, thank you for mentioning flipping the canvas! My teacher didn't mention it in class, but I've noticed other artists doing it from the content I watch. I'll utilize it more. 

    I can see what you mean, and definitely agree on organizing the texture maps better! I could have spent more time on them. 

    Yeah, for the cottage, this was my first ever 3D modeling class, so I didn't do any UV work. I was working with creating basic materials in Maya and applying them to the different pieces of the cottage. I was going for a more "night time" look, but yes, definitely needs more adjustment!

    Thank you, truly, for the things you've mentioned here! I'll check out the wiki. I appreciate you taking the time to break things down! 
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