View Full Version : Portfolio Critique
08-30-2008, 07:08 PM
Wondering if you guys could take a look at my site and offer some suggestions and critique. Much would be appreciated. Thanks!
08-30-2008, 07:41 PM
Website is nice, simple and clean.
You should get rid of the splash page and put your portfolio on the 1st page that loads, so that it is the first thing the visitor will see.
Render your work out on darker backgrounds, avoid white. It makes it easier on the eyes to have darker background when criting texture and skin work.
Your modeling and texturing still needs alot of work. There are tons of places where you have edges loops that should have been deleted ,especially on the pistols.
Why does the tank use 15 seperate texture maps? Also, it says that the tank is fully functional, but the way the tracks are unwrapped, it's clear that they won't be able to animate (UV panning via code).
Post renders of the hi-poly models (or height maps) that were used for the normal maps, otherwise it will seem like all you did was run the diffuse in CrazyBump and called it done.
Your specular maps are pretty bad, on the guns it looks like only the edges have any spec? Why? Same thing with the tank. Specular maps are crucial in creating believable materials.
Your portfolio looks slapped together, like you rushed thru each peice. You need to work more on your texturing.. what's up with the skins for the General? I assume it's still WIP, in which case you need to say so. You also put more emphasis on polygon efficiency rather than texture efficiency. Your ship has 1,200 polys but uses 6 1024x1024 maps?! Texture memory is far more expensive then polygonal memory.
Less is more. It's better to have a few good peices in your portfolio then many bad ones. Put some more time and love into individual peices, you obviously have skill, just need patience.
08-30-2008, 09:24 PM
I agree with alot of the stuff Eraserhead said, it needs some more work. I think your texturing skills are what needs the most work. 5 texture maps for a tank wont cut it in a real game. With the model you have, you could easily use 1x1024. Same goes for the character, you have a 512 solid color for his skin? The environment concept stuff you should finish texturing, or scrap it. You have good starting points for great models, just take them down one by one. Post your wip on here as you go, there's tons of people on to give you great advice.
08-30-2008, 09:38 PM
I admit, it's kinda harsh for me to read it. Made me have a moment there, but opened my eyes a lot. Thanks for the critique.
But yeah, I'll hop right on those advices right now. Just only wished I knew about this place sooner.
08-30-2008, 11:52 PM
Agree with everything thats been said and sorry but i'm going to be totally blunt here:
All of your work looks like it was done as assignments for class, none of it would pass for industry standard work. If i was looking to hire someone and saw your site, i would instantly think there are tons of better applicants out there that show the exact same type of work that you do, but better quality.
Now this brings up two very important points, the first and most important one is you need to really practice, push yourself and knock out some better work. And secondly, you need to do work that will separate yourself from everyone else, showing a gas pump in your portfolio is not doing you any favors. Spend some time and create a full scene, do not show off simple singular props unless they are of very high quality, good enough to stand on their own you know.
You're in luck though, polycount is a fantastic place to learn and grow as an artist. Stick around here, be willing to take it all in and you'll be on your way to drastically improving your work in no time. So start modeling something new, and post it asap!
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