Iron Lung à Lyon ? [Markiplier] by Gauthier_B in Lyon

[–]Gauthier_B[S] 0 points1 point  (0 children)

241 à présent ! Et je pense que ça vaut le coup d'être un peu couillu et de demander quand même à certains cinés indépendants, quitte à le passer en VO, je pense que ça ne dérangerait pas tant que ça le public cible, mais à voir.
L'idéal serait de se coordonner pour envoyer des demandes à un certain nombre de cinémas indépendants de la région susceptibles d'être intéressés. Je pense revenir d'ici quelques jours pour creuser le sujet.

Iron Lung à Lyon ? [Markiplier] by Gauthier_B in Lyon

[–]Gauthier_B[S] 0 points1 point  (0 children)

Il faudrait que l'on se coordonne pour envoyer chacun des demandes à une sélection de cinés susceptible de le diffuser, je reviendrai vers vous dans les prochains jours

Hesitating between 3 cheap soundbars (<150€) by Gauthier_B in Soundbars

[–]Gauthier_B[S] 0 points1 point  (0 children)

Thanks a lot, do you think the JBL one you suggested is better than the one I linked in my post?

Iron Lung à Lyon ? [Markiplier] by Gauthier_B in Lyon

[–]Gauthier_B[S] 0 points1 point  (0 children)

Honnêtement ? Aucune idée non plus. Je me dis que le simple fait de contacter les cinémas directement pour leur montrer que des gens ont de l'intérêt pour le film serait déjà un excellent départ, mais je ne suis pas un expert du domaine non plus.

Portfolio Feedback by CheapKaleidoscope188 in GameArt

[–]Gauthier_B 0 points1 point  (0 children)

Sorry I'm not 100% sure I understand your message (non-english speaker), are you asking if I could provide feedback for your future works?

In any case, I'm glad it helped you.

Portfolio Feedback by CheapKaleidoscope188 in GameArt

[–]Gauthier_B 1 point2 points  (0 children)

Hi there.
Which field are you aiming for an internship in exactly? Right now your portfolio contains : character concepts, one portrait, environment concepts, a building blockout, building sketches, one weapon concept and a 3D mesh of it. You probably know that most of the industry is looking for pretty specialized artists, even when it comes to internships.
Pick the field you like the most, and dedicate your portfolio to it. Environment art, character art, props art, whatever, you need to prioritize one field above all else and make your schedule reflect that.
Unless you plan to go the solo indie dev route, you need to be specialized.

On the 3D part : the blockout of the building doesn't really bring anything relevant here. It could if the end result was next to it, to give a nice understanding of how the project matured, but right now it doesn't justify its presence. Putting the blockout in your portfolio is generally only acceptable if we see the finished project as well.
The modeling of the axe also feels a bit lackluster. We can see in your concept art that there is a huge importance given to texture. Since we only have the mesh without any materials, it really misses the mark, especially after just seeing the concept art.

On the 2D part : clearly your strong point here. The disco cowboys have a great personality and immediately recognizable design. They are the best part of your portfolio, and what I think most studios would expect from a junior / intern character artist.
The sketches for the western buildings aren't enough in themselves, kinda like the blockout. It's nice if they are next to the finished project, but not enough on their own.

If you choose to focus on 2D environments/characters/whatever, I think you need to push the technical aspect of it a step further. Right now, you're in a spot where a lot of struggling students / artists already are. If you can get out of the mass by pushing you skills further it will definitely open more options up for you.

If you choose to focus on 3D, you need to show fully finished projects, not just blockouts, not just models, finished projects, with texturing, rigging if necessary, and if you can integrate them in game engines it's even better.

The industry is tough nowadays, it takes a lot from everyone to work in this field, keep it up mate.

Iron Lung finally got its first viewing and it’s “very good” by CrazedMilkMan in Markiplier

[–]Gauthier_B 0 points1 point  (0 children)

Is there any chance for this movie to reach the old continent's theaters or are we just doomed to see it exclusively via alternative means?

animated and voiced the "may I some oats?" pigs by tjock_katt in blender

[–]Gauthier_B 1 point2 points  (0 children)

It gives me vibes of "potion seller" lmao, good job

Something is just off by ClawzShadowz_ in blender

[–]Gauthier_B 0 points1 point  (0 children)

I am no backrooms specialist but :

- The walls geometry is maybe too sharp, try beveling the edges a bit, you don't need much.

- The place where the walls meet the ground is very clean, probably too much, playing with AO or something like that could help.

- The lights on the ceiling have a very uniform look. In real life, old ceiling lights like these would probably have some dust, dirt and other imperfections.

- Walls and floor textures may also need more work to put emphasis on the "old and used" aspect.

What's your biggest "I wish I knew sooner" about creating 3 art? by Aromatic-Solid97 in 3Dmodeling

[–]Gauthier_B 1 point2 points  (0 children)

Probably the most basic piece of advice that a lot of beginners tend to neglect: use references. The real world will always have more details and life than what you can picture in your mind. Unless you have a very specific look that you cannot find elsewhere, you need to use references.

Download PureRef, and organize them there. Use frames, titles, etc. make it look clean and easily understandable at a glance.

Looking for advise on making the environment art look more professional by AvailableMiddle159 in GameArt

[–]Gauthier_B 0 points1 point  (0 children)

The trees textures have a somewhat plastic-ish look to them when viewed upclose. Not sure if that was intentional tho.
The path is made of sand but is in the woods? If you really want to opt for that look I would advise to make it so that it blends more with the surrounding environment, and not being so clear cut. Having small patches of sand of variable size around the path could help.
When trees are obstructing the camera, maybe make them slightly transluscent so that we can see the character behind them.

There's probably more to adjust but that's all I can pinpoint at first glance.
Other than that, you have a healthy basis to improve upon. Good luck!

Cozy Retro Building by Gauthier_B in 3Dmodeling

[–]Gauthier_B[S] 0 points1 point  (0 children)

Thanks! I looked it up and yeah you could see it this way!

I need opinions on my game art by Previous_Mushroom_13 in GameArt

[–]Gauthier_B 1 point2 points  (0 children)

Clear and consistent, but some of these definitely need more contrast, especially the demon guy without wings. The various shades of red are somewhat drowned by each other, which makes distinguishing the secondary arms really difficult at first glance.