STUDENT PORTFOLIO REVIEW #8

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hey guys welcome back to another video in this channel so today we got the response that we were looking for i'm pretty sure there was a mistake on my part that i forgot to add the links last week uh because now as you guys can see right here we have a lot of submissions six guys submitted just today from from yesterday to today so that was that was great so today we're going to continue with our portfolio submission and as soon as we finish today's portfolio submission i am gonna keep this link open okay so the link that you're seeing down here right now will be open from now until december 17th so if you want to get your work featured and reviewed on our channel make sure to click the link down here in the comments or not the comments the description of the video and submit a link like this guys right here so we're going to start with uh pratt pratt mesh jet huff again show hopefully i'm i'm saying that uh name correctly uh hi myself from hub love your work and you're the best teacher we got love to learn for you thank you very much i i don't think i'm the best teacher out there but i really enjoy what i do and hopefully i'm been able to inspire you guys so let's take a look okay cool so we started with our character from the demon uh tutorial that we did a couple of i think it was like this was last year as well uh for those of you that are not aware this is one of our courses it's called i think it's called creature creature creature creation for games and uh or demon character creation or something like that this is a full pipeline like process so i i do think this is like an intermediate level course if you're just starting with 3d i might recommend holding on to this one a little bit more until you are more familiar with the softwares because we use maya c brush photoshop substance painter and unreal engine 4 at the end so so there's a lot of softwares here but this this looks good man there's a couple of anatomy things that i would like to change like the face it looks different to the one that i did this one looks a little bit more elongated on the front which is not a bad thing however anytime we make changes we need to we need to ask ourselves why are we doing these changes not just do the changes because we want right there there has to be a a i i like to call it a justification right like an explanation and one of the things that i immediately see is that due to the elongation of the face now the jaw over here is very thin so if he were to bite onto something hard like a bone or something his jaw would probably break okay so we need to give it him like a really really big jaw over here and probably like a little bit of a like tougher neck so that it looks like he could handle like a big bite okay so it's kind of like that's more design uh process and technique wise that that's it's really good this one i love fantasy models looks good um some of the objects or if the assets are a little bit wonky for instance like the vantages here on the on the feet i'll look like way too thin and they don't seem to be hugging the surface properly take a look at one of the videos that we did during the halloween week where i did the invisible man i show a technique over there that it's very helpful to do this sort of thing like bandages uh not the not the mummy that we did that was it was an interesting approach but the invisible man i think we we did a cleaner or we had a cleaner result uh for this kind of stuff like in real life as you as you know like clothing and stuff it's really thin but in 3d when you have something that's super thin it usually doesn't read as well okay so my advice is always give it a little bit more thickness than you would normally do in real life for instance like this pass right here the cape like give it a little bit more thickness so that it reads a little bit better in 3d that's that's one of the things that we need to do because uh this those kind of things don't like translate well now i do know that these are older uh things a year ago so let's take a look at some of your newer things okay this is your showreel i'm gonna skip over this i'm pretty sure you're gonna be showing some of this guys as well this is a good one i like this one um i would probably like position this guys in such a way that it looks like it's falling and not just like stiff and this sort of thing i used to do that a lot when i was starting as a student where i would add like a backdrop and try to have it like a matte painting and stuff if you're not like super super good at matte painting it's it's sometimes better to keep it clean like this like i'd rather see the hammer just clean liquid the back or gray uh background and then adding things that will take away from the main piece so that's a that's a very good lesson for any kind of portfolio work if you're gonna add something that's not gonna be as good as what you're showing then probably don't add it like don't don't don't add something that's gonna detract from the main thing okay unless all of them are gonna be like super super well done and they will elevate the whole piece then of course that's good uh but usually i tend to go towards the side of caution and and only have on my render what i know will be will look nice uh reference and 3d work this are great exercises you're the second person in this review that i've seen doing this um where did you guys get this from because this is an excellent exercise i'm not sure if there's like a teacher or like a tutorial out there that suggests doing this sort of stuff but it's a really really good exercise to take a picture of something that's in your house or close to you and try to replicate it there are some inconsistencies in scale um there's there's things missing so like the trophies here oh no the trophies are there but yeah like so like take a look at this like this shelf right here it's bigger and it's centered and then this one it seems to be smaller and a little bit to the side same for the calendar like or this i'm not sure if it's kind of like a picture uh but this one right here it's a little bit bigger over here and like the distance between the areas those are the kind of things that you need to take um into consideration and i know that you do have the nice like eye for detail because like the hour on the clock is the exact same hour uh but yeah like don't go inventing things see for instance like this guy right here i see that you took some artistic liberties and you duplicated the buttons right here don't do that like if you're following a reference you're supposed to do exactly what reference has okay so don't go inventing things follow what the reference has this is a good exercise i wouldn't add it to my portfolio like i would probably not have it on my art station facebook instagram that's fine but yeah uh this is great product that's great this is great clean nice no objections there this is really good i've seen this one before i think i think there's like a tutorial or something out there i i have done this model actually uh before um main main recommendation that i give everyone about the metal edge work don't go crazy with it you can see that right now the middle edge is everywhere and you're using a rust for the metal edge where instead of like a shiny surface remember when when you scratch something on the on the corners you are going to get this sort of like damaged thing and you're going to be exposed exposing the raw material and the raw material should be very clean so you're usually going to have like a very light and shiny uh part of the model not every material does this but for metal it's usually that way um and yeah remember use the cloud technique i've been using that technique several times in some of the substance files i think last week on the lighthouse when we were painting the windows go check that one out i show you how to multiply two masks inside of substance so that you can eliminate certain areas of the rust and it looks a little bit more natural so it's not like everywhere that's that's a good model this one's pretty cool i'm always surprised by people doing organics i i haven't tried doing it like an organic grinder um was this model or was this an image because if it's modeled like props to you my friend this looks very good like the texture looks good uh there's like uh macadamia we call them macadamia nuts i think um like these are great just increase your render samples they're really low quality so i would definitely go for like higher renders for this one guys uh uh if you're learning yeah if you're learning blender you should be doing this sort of stuff yeah i have mine over here you guys gonna see it this is mine so just like traditional like following the tutorial i'm i'm also the rent uh learning blender because i know that it's uh it's a good tool to have as um as an option yeah this looks good again probably not something that i would add to my portfolio careful here with the titling of the textures looks a little bit weird uh but good nonetheless uh okay okay this is good this good texture could use a little bit more work i can see some discrepancies on the scale of the textures like the steps here have a very big texture and then like the wood here is also like a very small texture like i'm seeing like the tiles inside of the tiles so careful there and lighting you definitely need to work a little bit on the lights because if even if you're going for like an overcast sort of uh shot uh having a direction light will really will be really really helpful i can see that you're using an hdr probably or something like that but this background again it's not really helping so if you already have like tree models just instance them across and create a small forest with them i know render time is gonna be way way higher uh but yeah this is gonna this could look a lot better if we can uh improve that render a little bit but that this this is it man like you're in a very good you're in a very good shape i think you're in a very good position most of this works seem to be nice or they're nice to me i mean i'm not sure if you're already working uh it kind of seems like you are and if you are then just keep polishing pick something because i definitely can see that you're doing product you're doing character you're doing an environment so pick whatever you like the most and whatever you want to excel at and keep pushing on that in that regard okay from what i can tell here you're really good at characters like you you have most of the basic proportions and anatomy done so you can go there product you're really good at product modeling environment seems to be right now like the the weak link uh it's not bad but again it's a little bit of improvement uh but that's it my friend thank you very much i'm sorry that i couldn't review yours yesterday yours was the one that i unfortunately uh deleted uh but thank you for submitting again let's continue now with andrew bakatan read it please of course i will read it hello abraham ah you're doing great i am thank you i'm still trying to get into the industry and film and games especially triple a game studios and i'm struggling to land my first job i was wondering if you could take a look at my portfolio and of course so landing a job guys um that's one of the things that even if someone tells you that they know or have the secret code to it it is a little bit tricky it's all about connections like who you know it's about opportunities like making sure things line up and i think one very important thing is managing expectations and i think this applies to pretty much everything in life right so i'll take a look at the portfolio and then i'll go a little bit more over that so this looks good man this looks good uh the texture here looks a little bit low low quality but the assets look good they look good yeah that's nice okay let's see the topology a little bit high that's fine i mean if you're if you're going for like triple a uh it's still a little bit higher than you might need especially like on this steps right here you could definitely like delete a couple of edge loops over there and you'll be fine uh this is closer to what we normally get uh but it's not the end of the day yeah i mean this is this is clean topology man this is good i like that one okay nice nice uh the cow web did you use a plug-in pretty sure you use the plug-in right i've seen plug-ins like floating around on how to like randomly generate this kind of things uh oh you use planes wow that's crazy man congratulations it looks really good i thought it was a plug-in like like actual curves going from one point to another looks really good man looks really good like the cow whips look really good i think we could have added a little bit more variation on the textures for the for the jars here i mean just to show something like a little bit different but everything looks good like from a cinematic perspective it's it's nice art challenge maya texture and substance yeah this this is good okay here's here's where we're gonna start having some um uh what will be my i think this is the feedback that i can give you whenever we're working on something whenever we're doing some sort of uh piece like this one right here it's very important that we um that we find something that we want to showcase okay so it's not good to try to cover a lot of stuff on the portfolios because then our attention kind of gets deluded or diluted and we we deliver something that is just all over the place so i see this piece and i see like a rock work i see trees i see a little acid here i see the ivs which look really cool and i can see that you're using it looks like planes are you using planes yes right like this plane is right here so it's too much like there's nothing that i'm i'm seeing in this piece that tells me this is the main focus of the piece if the main focus of the piece is the tree keep it simple everywhere else like we don't need as much iv over here keep like make a couple of rocks that are a little bit cleaner and just focus on those rocks i'm i'm seeing sure that you're seeing quicksilver bridge which is fine like using assets from from the internet it's fine but if you're gonna be like kid bashing a scene then i'm not going to be looking at your ability to create models or the textures i'm going to be looking at your ability and your your artistic eye on composition on on storytelling on on visual like cues and item identification so here it it's it's just um and and i'm not saying this in a bad way it's just noise right it's there's there's visual information everywhere so again there's there's information here here here here and there's nothing that tells me this is the important thing except for maybe the little lamp right here but then again like it's very overwhelming right in regards to all of the elements so so cleaning the scene like looking at this tree this tree looks good i like it uh the lamp is good it looks good the rocks not bad but finding how to properly set up a scene that showcases all of this i think that would be really good for this particular portfolio piece okay and now let's go with this one which i saw the first and i was really looking forward to getting into it okay good good okay there's an animation let's take a look nice work on the project to add on to my demo reel before the year ends this was 16 hours ago nice i really want to become an environment artist that would work in aaa games too this project was inspired by many things but uncharted 4 was a big part okay so here's a here's a nice trick guys and this is something that i admire from the american culture uh i'm not american myself most of you know i am mexican and each culture around the world will have certain things that are part of quarter right ways to be or behave and there's one thing that really surprises me about the americans and uh i'm saying this in a good way hopefully no one takes this offensively but there's like the amer all of my american likes not students um classmates and stuff like all of the schools and and everyone they they have a very high confidence like they they're really their their steam their self-esteem is really high and and i remember uh teachers would tell us that that's a good thing of course to have good self-esteem but it's a good thing in the in the art industry because you want to project an image or a view of of positivity right like you want people to to see your work and see you as great things even if they're not great yet or during the process of becoming great and and that's that's a little bit of of a selling point like you have to sell yourself as a successful artist so one of the things that they recommended was don't play this sort of card like i really want to become an environmentalist i know you do but don't tell them just tell them hey this is a great environment i work on i spent x amount of time i did this this this learned a lot along the way blah blah but don't don't [Music] um i'm having a hard time saying the or finding the words for this like we don't want people to feel sorry about us right we don't want to be those stars like oh yes i'm just a new artist and hey could you please take a look at my work and no no be confident about it be proud of your work never undersell your work that was the thing that our teachers used to tell us a lot like always speak of your work as if this thing right here that we're seeing is in the same level as as uncharted like you have to think that way you have to sell your work that way because of course people that know about like you on charter quality will be able to tell which things are still missing but people that don't know about that will be able to see that you're really confident about your work and they know that you're knowledgeable and that you have a cool double good level and it's just it's just a way to project yourself in the art world so it's i i know that it kind of sounds like uh like we're trying to um what's the word to trick someone but it's not tricking it's just it's just never underselling your work we as artists are really self-conscious about our work and we know where the issues and the mistakes are don't tell your audience don't tell them let them find them out if they find something that you agree with then yeah just say oh yeah you're right i need to improve on that but if they don't mention it why would you sell say that something on your work is bad if they didn't notice it right you know what i mean guys so hopefully hopefully that makes a little bit of sense it's a little bit about it doesn't have to do a lot with art it's what about like like self uh projection and stuff like that uh but it's important it's important for us on earth because my friend this is great like if a student right now on my environment classes showed me this he's good to go like he has everything he needs to start working on the industry like no questions asked so yeah i mean this is a great great piece you're doing the proper technique like heat bashing of course there's anatomy things that we can fix of course there's like uh maybe some tiling issues or like this guy over here anatomy as well maybe having like nicer rocks there's things that you you can definitely do but this is great man like i believe me this is a really really good i'm gonna give you a like because this is it's amazing can i give you a like how do i like there you go i like this work so yeah great great job now going back to what we're what what i was talking about with your with your particular work my friend opportunities connections and self-projection which is what i was mentioning right now okay so you need to always talk about your work as if it's the best work out there connections you need to get out there look at online groups look if there are any meetings uh like comic cons and stuff like that where studios are recruiting going to linkedin going to art station and you're gonna have to send like your resume and your portfolio everywhere that's exposure is the the the best option right now in the digital world era uh unless you have a a known um like acquaintance or something now this is the difficult part and it's very difficult for me to share with this with my students in here in mexico mexico is not a big industry for games and there's a lot of students with in my classes that tell me hey i want to work for a triple game aaa game industry well you're going to have to migrate you're going to have to go somewhere else canada united states europe asia like there's so many other places you're gonna have to go because of your future for a triple a company it's not here so you need to be aware of that you need to be aware that maybe you're gonna have to do something that's gonna get you out of your comfort zone like extremely extremely in a very extreme way but that will be your your journey in this industry okay so i i don't have the answers from for the industry like navigation because everyone has had different experiences i've known people that have struggled for years before they landed like their dream job and then they became like rock stars i've known people that got their first dream job like like straight out of school i know people that didn't even go to school and they started learning the profession just from watching friends and just like going or being part of the whole thing so so there's so many different ways to do it but you need to be prepared which i can see you are and be be looking for those opportunities and when you see an opportunity don't hesitate evaluate it see if you can take it and go for it because you know the the saying right like you need to risk in order to win so so you might have to do something that's a little bit out of your comfort zone to get those opportunities to get those chances and once you have it don't let go my friend okay just just go for it uh yeah i know this is a little bit of motivational speaking instead of a portfolio review but hopefully that information is good for you as well my friends because that's that's that's just life it's not about 3d it's about life so let's go with adarsh kumar so adarsh let's see hello sir i hope you're having a good day i am merry christmas happy new year in advance we're almost there i'm really looking forward for this festivities um it's been a very tough year you guys know what you guys have been seeing me for the last like five six months and you know all the ups and downs we've had so a couple of uh vacation days will be good for me so i'm adarsh kumar i'm currently a student but i would like to know your insights insights um not trying to be like a dick about this but and inside that's the way to spell it insight uh if i'm going in the right direction i would appreciate your feedback if my product reflects that i'm a job ready artist i want to be modeling and texturing arts perfect and by the way my english is not perfect i'm just trying to help everyone out there with the little knowledge little points that i might have good good good good okay so on your first question you're asking me if you're ready to work yes like by just saying this you definitely have the quality that um i would look for that i know students are looking for now let's take a look at how we can improve so this is sub d collections very nice clean modeling great everything from a single piece i upload that that's uh it's always tricky but yeah this is great oh this is nice this is the i've been wanting to change my camera but they're super expensive i'm using an old canon which i think looks okay-ish you guys let me know if it's okay for the image quality but maybe i'll change into one of this very cool my friend yeah this is this is great so you know your way around topology which is which is amazing always super useful grenades collection you like modeling grenades nice this seemed to be a little bit low poly uh for like games which is great did you mention if you wanted two games no you don't mention but yeah this looks good man this is a great exercise by the way if anyone's thinking about how to prepare like pieces for your portfolio things like this where you show that you can do not only one but like several pieces for like a collection like this guys right here this is always good because it tells me that you're you're able to keep a consistent look uh throughout like a project which is a very nice skill to have nice nice how did you resolve the nuts oh no did you model them dude oh this is blender nice did you do the rendering blender or the modeling in blender seriously did you model this wow okay so um my only thing here is that it's it's super heavy right like this is for a product render which is great um [Music] nice yeah exactly this is exactly what i've been thinking the last couple of months that i've been like dipping inside of a blender this is what i i've been like understanding is like if you have a good grasp of topology it's not that hard to figure out how to do it you just need to learn the new tools inside of inside the blender okay nice nice yeah i don't see much scratching on the leather material it looks very clean you do mention scratching so if you want this to be a little bit dirty maybe a little bit more scratches on the on the leather because i i even like the like the actual leather texture is a little bit difficult to see maybe increasing the bump a little bit might be a good idea there i mean it's perfect i'm just neat picking here but this this looks really good my friend cool yeah this one was looking good see what i've been telling you guys about always follow the lines of the wood uh on the long lines here maybe remember to twist or rotate because i do see a couple lines going on the other direction looks kind of weird but everything everything else looks good like the textures yeah this looks good i i did one of this a couple of years ago this looks a little bit soft i would need to see the reference to see if it's if that's the way it's supposed to be uh it looks a little bit soft on certain areas but the render is good man it's good it's good nice oh cars i haven't modeled the cars in years nice do we have topology shots there we go yes i've mentioned before guys if you're a modeler or you want to be a modern texture artist modelling a car is one of those like rites of passage that everyone should do at one point of their lives because it is tricky in this trick but that's great my friend that's great oh lovely lovely we did a revolver on the newest hard surface course i'm not sure if it's released yet i don't have control over that sometimes the the platforms where we upload take a little bit longer to to like process the whole thing so stay tuned for when the final thing releases but i show you how to model or sculpt one of this with the hard surface tools that's nice like all of the detail that's very nice stencils probably which is fine but yeah that looks really really good guys really good yeah i mean you're ready man you're ready i i i think for a modeling texture artist you have everything that it takes to to be one and the same advice goes to you that i mentioned to um uh to andrew uh you need to put your name out there you need to let people know share try to post a couple of this in instagram facebook you never know who's gonna see it linkedin art station like everywhere everywhere you want people to notice you so just get your names out there guys that's that's the one of the first steps hello abraham i'm currently working as a 2 3d graphic designer okay i mainly use 3d studio max and 3d software um which one or is that the name i'm not sure but actually i'm learning maya too and i found your courses very very helpful thank you i don't really have a lot of time to work on my personal projects but when i do i try my best to improve that's yeah that's the idea i'm willing to leave my country that's good hopefully to new opportunities to work as a pro so please take a look at my very small portfolio let's take a look so this is massive from algeria oh i don't think we have any algerian students yet so let's take a look nice nice very pretty nice light this god ray looks a little bit weird because we're seeing some of the light coming from this so i'm guessing this is a little bit of post production so mask this out so that the the lights only come from the window and and this is not as off-putting as it is right now but everything else looks good what looks good i it looks a little bit cartoonish of course i know well well okay here's the thing it looks cartoonish on certain things and then it looks very realistic on other things so we might need to tone down a couple of the textures like the wood textures i would i wouldn't have as much grain because that makes it look really realistic same for the rock it looks very realistic but then other things like the clock and the chair looks a little bit too cartoonish so try to pick one of those styles and match everything it's not it's not that's a really good piece uh just keep that in mind for like future projects make sure that the style remains consistent and that's going to be the job of the art director he's going to be the one or she is going to be the one that's going to be telling you guys how to move certain textures colors proportions things so that everything matches the the concept that we're going for first time animation stylized animation boy and be le petite curt oh that's is that french okay the walk cycle is not bad it's a little bit cycly looks a little bit repetitive did you have animated this or were you using mocap it kind of looks like mocap on certain areas interesting okay so so the character itself not great it has a couple of fishes here and there it's it's it's not super clean proportions are a little bit awkward i do applaud the fact that you took the project all the way through like modeling texturing like everything everything onto animation and rendering that that's great that shows that you know the whole production pipeline and it's always good but the model is not the greatest in this kind of cases i would actually recommend looking for a rig like a rig that's been used before in other uh like student rigs and uh and use them um if you guys go into google and look for maya rigs there's this page called animationmethods.comrx and this is like a library they don't have the rigs they just direct you to all of the rigs and all of the first rigs right here like all of these guys over here they're free um or should be free and there's styles for everything like super realistic super cartoon proportionate not proportionate some of them are really easy to use some of them are a little bit more complex uh but they're really cool this is the site that i recommend to my students and this is the one that we've been using in my in my animation classes and then down here is the paid rigs so down here all of these are paid rigs which will give you sometimes like cleaner more production ready rigs um however well they do cost a little bit so depending if you want to invest or not if you're going to be for if you're going to be going for the animation route having this sort of animations in your animation are real it's totally fine like you don't need to model and rig your own models if you're going to do just animation um having all of these guys is perfectly fine and again i've used some of the paid rigs i've used some of the of the free rigs and you can do great things with them so again animationmethods.comrx and you're going to find all of this information right here so yeah i mean the environment looks good the grass looks good the bee looks good actually like the the model of the bead looks really nice really clean the animation looks a little bit uh like um especially here it looks cyclic-y so what i mean is it just looks like up and down up and down uh here's where i would add something called like in betweens so instead of having the b just going like up down up down try to add like like a like a wave kind of movement right so so up down but the head like you you delay the head a little bit like a couple of frames so that it looks like the movement is like moving from one part of the body to the next we touch on some of these topics in our animation course if you want to check it out but uh just like moving certain things like the hands maybe like let them flow like down like if as if they were swinging or something that kind of stuff just to add a little bit more you know like life to the whole thing but it looks it's a nice one and then we have stylized underwater scene this one looks great man i was seeing i looked at the thumbnail immediately caught my attention so again here's where you really need to be careful about the um the style because the metal looks really real like a realistic metal and everything else looks really cartoon so i would personally go with a cartoon metal paint okay because this one it looks like a piece of jewelry it's a stylized model but it's realistic materials it's like physically based rendered materials right um and and this one it's like a cartoon model so everything looks good just just be consistent with the materials take a look at hand painted textures for instance and maybe do those for the metals over here or just dull them out so that they don't reflect as much light because as you can see here like the sand it looks like a like a painted sand which looks good but it has a little bit of a weird contrast over here i think you're in a very good position your style uh a lot of the european studios like illumination you know from despicable me i think they're in europe uh they have this sort of like cartoonish style so and i know algeria where is algeria i'm very ignorant of a lot of places is it africa it is africa right yeah yeah yeah okay so i wasn't that that far off so so you're a little bit closer to europe than um than other um of uh other parts of our audience because i know most of you guys are in india and then i'm over here in mexico uh i had a student a couple of days ago from new zealand so so we're all over the place which is one of the great things about the internet but uh yeah so um europe is closer to you and this sort of style this sort of like um stylized thing i know that they use a lot of this out there um in europe so go online check some studios like find the ones that you would like to work on or at in the center's portfolio even if the students are not hiring you just send your portfolio you never know what's gonna happen like the worst thing they can say is oh we don't have any positions open right now but thank you for trying that's it like one rejection and it's not even a rejection it's just saying them hey there's nothing right now so don't worry then when you see another uh an opportunity you send it again maybe they'll remember you and you'll have like a better shot or something so yeah don't don't be afraid of that don't be obnoxious of course don't send your portfolio every single month but uh you know just be prudent and and you're gonna be fine you have a great work my friend just keep going and uh and i'm pretty sure you're you're gonna have some some nice future here in the 3d world so hi abraham hi hello i'm lovely hopefully again i'm pronouncing i'm so sorry guys with names it it becomes a little bit difficult but hopefully i'm not butchering your your guys's names always appreciate your effort to the community thank you i'm i'm also big hats off to next to thank you thank you for all of this uh we're we're we're really happy to to what we've done um so far i i'm i really love the community as well and and your support guys has been great so thank you not only to uh lovely uh love you love you but to everyone else my main goal is to be a character artist or creature designer for kind of a cinematic or something realistic okay currently i'm a 3d product designer who's working for various consumer products nice working with 3d studio max almost eight years that's great 2020 i started learning zbrush with uh which always my dream to achieve and still now going okay let's take a look at this okay a lot of works a lot of work nice nice nice i'm gonna focus on the characters because you said that's what you want to eventually jump to um and here's the thing like the fact that you've been working on 3d studio max for so long eight years you know a lot about topology textures uv maps and stuff so transitioning or specializing in something that that you're already familiar with should be a little bit easier and yeah this is like a very typical progression like doing a dragon head the skulls it's a good model good render by the way it's a it's a nice presentation and of course things to improve uh but it's an exercise i think and yeah you say this very it's my very first practice and here's where you know when someone publishes or publishes things like this and they say there's it's the first practice it's not that i doubt that there is it's the first practice i i trust you and i know it's it's the first one but i know that you have experience in 3d because no one who's like completely new to 3d would deliver something like this on the first try like you need to have at least some knowledge in form topology and things like this to be able to create elements like this so so that's a good one let's go to the newest ones like this one okay okay okay this one then that means it's okay the detail is good maybe form could use a little bit more uh work like distinguishing where certain things started where certain things end would be a nice a nice thing to focus on okay here here will be my first piece of advice because i'm seeing this one right here and my first assumption which might be wrong is that you used a base mesh which is okay but if you're learning zbrush i strongly recommend anyone that's learning zebras to start from scratch uh this one's good this one's good nice like the wrinkles a little bit exaggerated i think over here if you're following a reference then nothing to say uh that that could be a someone's face uh but yeah this is good very nice proportion's a little bit off here the head seems a little bit small the trapezius muscle seems a little bit too big so we need to be careful there but we're getting there um my best advice for you my friend uh you're in malaysia cool so my best advice is you already know about 3d you you've been doing this for a lot of years almost the same amount of years that i've been uh doing it for i'm and i'm at 10 years right now i started in 2011. uh you're at eight years so um so now it's time that you show or you start bridging the two things together so all of your knowledge in 3d studio max and all of the knowledge that you're showing here instead of zebras like why not take this guy do every topology and there's a couple of topology videos in the channel check them out and paint it in substance paint render it in 3d studio max with v-ray or arnold i'm not sure which one you use on that one but get a nice render from there because that's that's those are the things that are going to open more doors for you uh making sure that the people see your portfolio and they can tell that you know the whole process like that you can take something from 3ds to the max to zbrush and back starting zebras and then bring it to studio max and re-topologize like if you know the whole process and you can show that you know the whole process that's what makes you a valuable artist because because you can enter any pipeline and help whatever uh the project is about okay so that's great great and we're going for our final one oop which is um angel tenoir hey hope you're doing great i am thank you we're at the end of this video uh but yeah things are going well and let's open the link nice nice i forgot to read the lesson thanks for making your videos thank you i'd love to if you could review my portfolio of course my friend let's do it so you see like all of this signs right here i know it's part of your guys's language i just don't know how to pronounce that i'm not sure if i'm supposed to pronounce it like an e like an i or something um so again i'm sorry if you're if the names are wrong uh okay uh yeah this looks good this looks good let's start with this one small little robot that's nice just gonna go over them quickly okay so this is this is good but i can definitely tell that this is just like basic shapes basic extrudes basic bevels and basic materials it's a good portfolio piece okay careful here with the proportions again i don't have the wally model right here but i remember the box being a little bit bigger so if you take a look at wally um yeah like this is i think this is like closer to the realistic size like see the size like the wheels right here in regards or the proportions of the wheels in the box they need to be a little bit closer and yours is like super super big like a tank so the mauling is great it's just the proportions and this is a great model that you could also um what's the word texture and render as well the ant looks good i used to do this kind of models when i was starting as well this was what a year ago that's fine it's fine minions okay okay not bad let's go to these things that look really cool so i'm gonna skip i like this one this one's good texture here or the steps look a little bit wonky like everything else looks really nice but then the steps look a little bit yeah wonky um but it's not a bad model this sort of stuff uh i i've done this before uh you used rigid body physics and simulated it yeah i mean it's cool right like it tells me that you know at least what physics are but this doesn't mean that if i were to hire you and tell you hey i need to destroy this building and i send you the building that you're going to be able to do it because this is just a an exercise right you're not you're not saying that you're a like bfx artist like a destruction artist so yeah these are the kind of things that i might not show on my portfolio because you don't want to be a destruction energy you want to be modern from what you can tell here uh this one's so good chocolates yeah they look good maybe displacement here's where the displacement could uh come into place to to really push the geometry because it looks like normal map right now i mean the presentation is great like this this first shot that i saw that was that was really pretty this looks really nice uh but yeah maybe a little bit of displacement i'm gonna be talking about this placement tomorrow some people were asking about the catmull clark thing and i think it would be a good idea to talk about that one then we have weapons weapons are great this one looks good clean nice textures nice topology nice nice variations that's great yep yep this is great nice oh nice details yeah yeah this is great like like as a prop artist you're ready to go like um there's a company you guys might even want to check this one out there's a company in here in mexico it's called cgbot i'm not sure if they do like a freelance like um online thing but you might want to check it out and they're always hiring they always have a lot of work and they do a lot of props so they they're they're a company i i worked here a couple of months 10 years ago literally in 2011. um so they video game companies hire them to do all of the like let's call them no it's not easy assets all the time but they do a lot of assets for games um because they just need a lot of a lot of hands right so so yeah check that one out maybe maybe they do higher and then this is great where you combine all of them in a single piece nice same thing that i've been saying to everyone the metal edge where you should not have metal edgeware everywhere it looks good but it looks like everyone does it like everyone everyone who has ever opened substance painter and learned at least the basics of them of the software they know how to do metal edgeware not everyone knows the little trick that i showed you guys on my videos which is where you multiply masks so that the metal edge works a little bit more natural because it's not it's not it's not normal for something to be damaged like in the same amount or the same amount at the same rate everywhere okay the mall is it's good it's a nice enemy like this could definitely work in the game and and it's i think ready to be rigged you couldn't even try rigging it um there's the rigging course and uh if you if you take that one you should be able to rig this one like fairly easy but it is a good one a little bit dense in certain areas but i think it's fine that's a good one clear cutter that looks good again careful with the metal edge where but the weapon looks good the the the test for this weapons and for this models is to rig them like if you read them and everything the forms and mobs in the way that you expect then you're already on the other like you're doing great this is great i've never done one of this ones like like a bunker like a i don't do a lot of mech design to be honest uh the hyrule hyrule thing nice this one looks really good one of the first ones i saw here if you want to if you want to learn something cool look for expressions i don't think we've called we've talked about expressions inside of maya expressions is like scripting but you connect different attributes of objects so that if you were to like spin one of these gears everything else would spin like at the proper rate and proper directions and stuff you could do a crazy thing there with with animation this is great simple but good and this one's good yeah you have a great portfolio my friend just keep going at it uh from what i can tell you you mentioned that you already work as a as a 3d on that you don't mention it but it kind of looks like you're already working through the artists i think you're doing great it definitely tells me that you're a like a product or or like object designer like prop designer if that's what you want to do keep doing it because you're going to be a master of it if you want to jump into character design and anatomy then of course there's things that you need to learn about that but yeah that's that's good that's great so that's it guys this is it for for us right now um i'm gonna i'm gonna pick one for the thumbnail uh from you guys i'm gonna be deleting this thing right here okay so all of you guys work will be deleted so don't worry um we're not going to be like distributing it or anything and that the same link is going to be open so if anyone is seeing this video and they're like oh i want my work to be um feature how do i do it make sure to check down here in the description of the video not the comments the description of the video there's going to be a link to this google drive you create a folder with your name drop either the images or a link to your art station or to your site or whatever and we'll review that on the next portfolio review which is going to be december 18 and 19. i'm going to keep posting and reminding you about this guys and for through the next two weeks so just bear with me and uh yeah that's it thank you very much guys i hope you have a good day and i'll see you back tomorrow with more 3d content make sure to like share subscribe you know the deal and yeah that's it bye
Info
Channel: Nexttut
Views: 540
Rating: undefined out of 5
Keywords: maya 2018, zbrush tutorial, maya tutorial, nalini kanta jena, character sculpting, zbrush sculpting, zbrush turorial, beginner zbrush tutorial, human anatomy zbrush, modeling tutorial
Id: RmsXCzO-rI4
Channel Id: undefined
Length: 44min 52sec (2692 seconds)
Published: Mon Dec 06 2021
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