I disagree with SnowinChina's paintover of the LP wireframe, the topology is fine. You need a smooth edge flow with the minimum amount of tris and that's exactly what you have. Sure, the silhouette could be enhanced with more edge looping, but you are on a budget after all. He's right about the HP, however. What really…
Hey 3DShaq, :) I took a look at your ArtStation portflio, and there's some great work on show, however; I'm not sure you're targeting your goals particularly well with the work you're showing! For example, you mention in your post that you'd be interested in breaking into the Games industry, but nothing here is game-ready…
>Link to the Artstation post for this project (With Marmosett viewer) https://www.artstation.com/artwork/y5K4O This weeks project was, a knife! For the knife itself, I modeled the base shape in 3ds max, and then brought it into zBrush for some sculpting. After some time, I then brought it back into Substance to texture it…
Hey cb! I remember seeing this site a few years ago as I was graduating from school, you came in and talked to everybody about getting jobs in the industry and stuff. It seems like the overlying theme, and my biggest problem with the portfolio is how it is presented. you have a large collection of work, some of it is…
My suggestions may sound a bit harsh, but I actually do the portfolio evaluation and interview stuff at my job. - get rid of the categories "Characters" and "Weapons" - make "Environments" category your major category where I would like to see breakdowns. Mockup, lighting / normal only, wireframes, textures. - images…
Thanks for the info, I've been having troubles with the geo in the back so I just said whatever. I'm going to re-do it now that you notice it. this is my current GEO for the back: I know it's pretty bad, and I just found an ngon and a triangle as I'm looking at it... But I'm just going to start from scratch. Plus, there is…
Ratteler: Some people prefer quads these days because an all Quad mesh subdivides much cleaner than a mesh that contains tris or n-gons (polygons with more than 4 sides). Subdivision is primarily only important when doing high-polygon work (for prerendered work, or normal mapping). Some low poly artists (myself included)…
Hmm, I have to agree with Odium here, this mesh (if it is your lowpoly!) is really not very optimised or well-laid-out... the poly distribution is VERY strange (loads of polys in places where the shape doesn't change much, then much less in areas where it's important - eg. her upper arm and chest)... is this intended to go…
Hey Lucas, You have some really nice pieces in your website, unfortunately it's got a lot of unfinished pieces and some unrelated stuff like the journal design. I would axe the journal design (unless you are going for a graphic design position). You have some cool assets in Project Dungeon. I wish I could see more of a…
I would ditch that entire mess you've created on the helmet to create the inset for the helmet. You could get away with making the helmet hexagonal like its wireframe profile suggests and just paint in the inset and save yourself a bunch of tris. I'm not opposed to the major silhouette changes that you've made, but the…