Thanks for the answer. I looked through the info on the link and have made a face on how much skill I have - remake the face topology. And if you ll have time, could you please give some more advices about it.Thanks.Link of work in artstation: https://www.artstation.com/artwork/184Ob3
The main issue is the quality and simplicity of your 3D assets. Your props have very basic shapes, you wont be able to impress employers with simple bottles you need something that is more challenging and interesting. Your environments lack good composition, lighting and materials. Look at art on artstation from people who…
You could select by ID in the same little window that you can assign material id's to polygons, and then give it an autosmooth (which can be hotkeyed) of a low threshold, like 180, so that the entire selection of material id gets one unique smoothing group next to another.
here is a thread where people who just got their first job post their portfolio, if you look through a lot of their artstations you can quickly get an idea of the quality bar a lot of them are hitting. https://polycount.com/discussion/187512/recently-hired-in-aaa-show-us-your-portfolio/p1
The seams around the outer edges look like ray misses caused by hard edges without matching UV seams but the pixelated areas look like an issue caused by the bake settings. What texture size, antialiasing sample and dilation value were used for this bake? If these parameters are still using the defualt settings then try…
what taylor said, your portfolio is super jack of all trades, and doesnt show mastery in any category. your environment work is not up to industry standard quality, and neither is your character work. Your material work is not super refined and EVERY material art student has a bricks, planks and rock material. those are…
There's also a thread in Polycount where people show their portfolio before they were hired in AAA studios. That might help you get an idea of what an entry level portfolio looks like, many of them are prop or environment artists! https://polycount.com/discussion/187512/recently-hired-in-aaa-show-us-your-portfolio
Yeah, it will transfer. General idea is to make whole model smooth, Auto Smooth on 180 and then assign sharp edges as needed. You could also give 'Weighted Normal' modifier with Keep Sharp on a try.