Feedback on 3D portfolio please
Hello
I've been working/learing Maya and Zbrush for about 8 months now. (in my spare time)
Please check my portfolio and give me feedback on the work I posted there.
The portfolio site:
Bloodmoon.se
I'm looking for employment as a 3D-modeler for games so does my work match up?
What's missing what should be removed or how should I improve a model. Feedback and tips welcome.
Please leave the comments in this thread.
Regards Andreas
Speaking as a non-expert non-professional, here's my feedback:
* Your "work-in-progress Zbrush" character's mouth doesn't look believable. It's way too open; there's no flesh or anything that could close over it. In general, though, I'd recommend against having WIPs in a professional portfolio.
* Your bridge has nice-looking textures, but the railing supports are two-dimensional. I know this is targeting low-poly modeling, but these days surely we can afford to avoid obvious 2D elements?
* The 3D building looks like basically a textured cube with a slot cut out of the bottom. It's a nice texture but the model could use some more detail. More entrances along the bottom, for example, or some machinery on the roof.
* Your spaceship's textures don't seem to work well with the model's surface. For example, the grills on the wings are perfectly rectangular while the wings themselves are not; however, the fans on the underside are distorted.
* Your "work-in-progress Zbrush" character's mouth doesn't look believable. It's way too open; there's no flesh or anything that could close over it. In general, though, I'd recommend against having WIPs in a professional portfolio.
* Your bridge has nice-looking textures, but the railing supports are two-dimensional. I know this is targeting low-poly modeling, but these days surely we can afford to avoid obvious 2D elements?
* The 3D building looks like basically a textured cube with a slot cut out of the bottom. It's a nice texture but the model could use some more detail. More entrances along the bottom, for example, or some machinery on the roof.
* Your spaceship's textures don't seem to work well with the model's surface. For example, the grills on the wings are perfectly rectangular while the wings themselves are not; however, the fans on the underside are distorted.
Jetblade: an open-source 2D platforming game in the style of Metroid and Castlevania, with procedurally-generated levels
On the plus side, your photography is incredible!
"The right, man, in the wrong, place, can make all the dif-fer-rence in the world..." - GMan, Half-Life 2
A blog of my SEGA Megadrive development adventures: http://www.bigevilcorporation.co.uk
Quote: Original post by Derakon
Speaking as a non-expert non-professional, here's my feedback:
* Your "work-in-progress Zbrush" character's mouth doesn't look believable. It's way too open; there's no flesh or anything that could close over it. In general, though, I'd recommend against having WIPs in a professional portfolio.
* Your bridge has nice-looking textures, but the railing supports are two-dimensional. I know this is targeting low-poly modeling, but these days surely we can afford to avoid obvious 2D elements?
* The 3D building looks like basically a textured cube with a slot cut out of the bottom. It's a nice texture but the model could use some more detail. More entrances along the bottom, for example, or some machinery on the roof.
* Your spaceship's textures don't seem to work well with the model's surface. For example, the grills on the wings are perfectly rectangular while the wings themselves are not; however, the fans on the underside are distorted.
Thank you for the nice feedback just what I needed. I'm redesigning the bridge right now but I don't see the flat railing supports as a problem but maybe your right.
The building is also going to be re-"worked" and good pointers that I should add more detials like machiney and such. I'm also planning to recreate the texture eitherly.
The spaceship is a history soon I really don't like it myself and I'm planning a new modell to replace he ship.
About the WiP in portfolio I agree but right now I need to have something to show it's going to be replaced with a done model when I find the time.
Thanks alot for the feedback!
Quote: Original post by deadstar
On the plus side, your photography is incredible!
Thank you, glad you like them.
You should post this on Polycount, you'll get much more, and much better feedback there. Nothing against this site, it's just not a focused art community.
Quote: Original post by Daaark
You should post this on Polycount, you'll get much more, and much better feedback there. Nothing against this site, it's just not a focused art community.
I was planning on that too ^_^ thanks
Indeed, the railing on the bridge looks flat, if your going to keep it that flat it's better to kill all those polys and use alpha planes.
The spaceship's shape is too organic and there are wasted polygons. Also I don't see any texture sheets displayed. Make sure to display them on a portfolio website so you can show to potential employers any skills you may have with texture work. The house isn't too bad but the colors really seem to vibrate, this isn't really bad if you have the right lighting but overall if feels like it could use more work. Seems like a toy house right now.
I also suggest exploring other texture sheet types. You'll need to know about normal maps and specular maps if you want to get a job in the game industry.
But yeah, try a better light set up for the trail with the stones on the sides. The shadows really overpower the textures and really kills the purpose of showing the model off.
The spaceship's shape is too organic and there are wasted polygons. Also I don't see any texture sheets displayed. Make sure to display them on a portfolio website so you can show to potential employers any skills you may have with texture work. The house isn't too bad but the colors really seem to vibrate, this isn't really bad if you have the right lighting but overall if feels like it could use more work. Seems like a toy house right now.
I also suggest exploring other texture sheet types. You'll need to know about normal maps and specular maps if you want to get a job in the game industry.
But yeah, try a better light set up for the trail with the stones on the sides. The shadows really overpower the textures and really kills the purpose of showing the model off.
Also worth noting that your site appears glacially slow under Firefox, and completely fails to display (blank white screen) under both Chrome and Safari.
Not quite sure what you are doing wrong with the site implementation, but whatever it is, it looks to be fairly major. Never been a big fan of these javascript-driven sites, myself [smile]
Not quite sure what you are doing wrong with the site implementation, but whatever it is, it looks to be fairly major. Never been a big fan of these javascript-driven sites, myself [smile]
Tristam MacDonald. Ex-BigTech Software Engineer. Future farmer. [https://trist.am]
Quote: Original post by Shadownami92
Indeed, the railing on the bridge looks flat, if your going to keep it that flat it's better to kill all those polys and use alpha planes.
The spaceship's shape is too organic and there are wasted polygons. Also I don't see any texture sheets displayed. Make sure to display them on a portfolio website so you can show to potential employers any skills you may have with texture work. The house isn't too bad but the colors really seem to vibrate, this isn't really bad if you have the right lighting but overall if feels like it could use more work. Seems like a toy house right now.
I also suggest exploring other texture sheet types. You'll need to know about normal maps and specular maps if you want to get a job in the game industry.
But yeah, try a better light set up for the trail with the stones on the sides. The shadows really overpower the textures and really kills the purpose of showing the model off.
Hello thanks for the feedback. Right now they are flat but I think I'm gonna redo them to small bars instead.
About the spaceship... I know it's bad it going to be replaced. ^_^
About normalmaps and diffuse, specular and so on I have knowledge and few of my models have normals etc. But should I post all maps like small squares in the portfolio so you can see the placment or just a bit larger maps so you can see more details?
I'm planning to redo the whole texture of the tall building but as you say now the lighting is a but "non realistic".
Ok, I'll relight the trail with stone since it's very dark in the present config.
Thank again.
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