Thanks guys I really appreciate it. Tynew, I changed the title to "3D Generalist" for now. Once I have a bit more environments and props I'll change it to environment/prop artist. BagelHero: Thanks a lot for the feedback, I really appreciate all of the advice everyone has given. The gun is definitely something I'll revisit…
Hey ZacD. You're right about it. That's something I realized later on after I first studied how to model characters, anatomy, etc. Everybody loves to do characters and many people wants to specialize on it so the competition is brutal to say the least. Now I think for future models I will concentrate more on environments…
Ok some basic points about the website/layout of things 1. Put your full name at the top and your title 2. If you're selling yourself as an environment artist make sure the first thing people see when they come to your portfolio is environment art, right now that bird is front and center and that's going to throw off…
I don't really know how I feel about this Here's some critique of the mesh; you've given a huge amount of geometry to the little knob thing you turn the gas on with when compared with the rest of the model. Pretty sure you have more sides on that cylinder than on the gas... cylinder. The prongs for sitting your pan on also…
To try and break the chain of "take a break" posts, my advice is to break the goal down instead. "Working for blizz!" is a nice goal. What do you need to be able to do, to get that job? What skills do you need? Then break down those skills in steps you can take to get better at that skill. For example, a character artist…
Skills to acquire for environment art; - Sub-D modeling - Sculpting - Retopologizing - UV Mapping - Baking - Material creation - Texturing - Set design in a game engine - Lighting - Post processing You won't be able to learn all these in one go. Material creation, set design, lighting, and post processing can wait a bit…
Nitewalkr, as I stated turning of smoothing is indeed a viable option. The problem is that you will lose the perfect curvature of the form in some places (it will just be a series of linear facets). You can just correct this by using the move brush and tweaking these until it looks right. That said the creasing workflow I…
Thanks chrisavigni! --- Change notes: -Downloaded the newest build of Cryengine 3 that had a ton of new updates and seems to be giving me some more visual fidelity. Apparently My build was old (from 2011) so I really benefited from the update. -Figured out how to do a more modular workflow that works better for me. I used…
Good breakdown of the pros/cons! Totally hit the nail on the head there. I say less clicking is better. People don't have a ton of time and shouldn't have to click around to view your work. That said though if your work covers multiple categories and styles it might be better to have individual pages (like AmsterdamHH…
I would recomend to aim for those models uv'ed/textured and game ready. Post screengrabs on forums, discord art groups and get as many eyes as you can to see your work and feedback it. There good free tutorials on Youtube from Tim Bergholz for beginners with whole process. Since you aim for making worlds, get a small…