Hello Polycount, I don't post much here but I'm in dire need of advice other 3D artists in the industry. I'm a self-taught 3D artist that just completed my first year of university at a highly regarded games program. It ultimately left a lot to be desired and I realized I wasn't going to be learning the techniques and…
Project: Prospera - a Renaissance-era island logistics city builder (think non combat Anno in pre-industrial Mediterranean) Developer: Velarion Games (solo indie) Engine: Unity URP Type: Freelance / Contract Timeline: ~4–6 weeks after a paid test task (flexible, quality first) Budget: $3,000–$6,000 USD for the full scene,…
site looks good. the scenes look very sterile. The textures look very flat and it looks like your GI is just washing out whatever bump you have on anything. If you have bump on the stuff... It' difficult to get a true sense of scale with anything in the scenes... I can kinda tell how big things are supposed to be by…
I would say right off the bat, use artstation for your portfolio, i wrote a big article on it, but in general people hate wix sites and artstation is easier to see updates and save your work to collections. clicking on your link right now takes me to a blank homepage with no relevant info, and I have to click again to get…
Totally agree with ChristenLA - the polycount could/should be optimized. Also showing complex props with triangulation/backfaces showing is a bit meh because you cant really get a proper/fast look of the topology Having sketches/2d art in your portfolio when applying for a Position where you would work in 3D Software feels…
I do not know your background, but i kinda guess you took a big project to make for a portfolio. Such projects can take up months if not years to complete,so good luck with finishing it.What i recomend is, you'd better start making a good house as a portfolio piece, finish that completely, then go for another one.Don't aim…
Sean makes a good point though, granted you want to have your art at least be decent looking. If you get luck enough to manage both characters and environments then your pretty well off, and everyone once in a while to challenge themselves would step into another field and basically see how hard transferring the mind set…
Well been a while since I posted last. I dont want to post unless I made SOME progress and it has taken a lot of time doing all the shitty things (retopo, uvmapping and baking). But now at least I started on the texturing! And its fun! YEAH! sltrOlsson: yes totally agree. going to fix the asymmetry in Max by pushing around…
Thanks! Seaseme: The most difficult part was probably figuring out the engine, im used to working with frostbite, and cryengine uses a completely different setup. I also found myselfe using an older version of cryengine and switched to a newer one, which messed up alot of the inengine stuff, that was a big timesink to get…