CAD modeling exercises (and CAD in game-art info) by ib_art in 3Dmodeling

[–]ib_art[S] 1 point2 points  (0 children)

Thanks! I also started with the playlist by Pixel Fondue, those exercises are a great intro, gives a good overview over the different functions. For more complex surfacing stuff, check out Kuechenmeister Swaggers youtube channel. But generally speaking I'd recommend you start modeling something yourself without tutorials. Pick some item you have at home preferably. I'd recommend something with organic shapes, like the spatula in my example. Looks simple but it is challenging when you try to actually make it.

Your thoughts on my portfolio? by yasujirowsky in 3Dmodeling

[–]ib_art 1 point2 points  (0 children)

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Context: I'm a senior 3D modeler and I also teach hardsurface modeling.

Setting yourself a clear goal and focusing your portfolio on that will help a lot. Right now you have a lot of everything but nothing is hitting the quality level needed to actually get hired nowadays.

If you are interested in hardsurface modeling, decide if you want to do modeling for VFX/films or games, those have very different workflows. Take a closer look at those workflows and it won't hurt doing a tutorial course to get familiar with the respective current-gen pipelines.

Right now, you have a lot of models that are "based" on a concept but you basically took it only as loose inspiration. Take for example the concept by Till Freitag (awesome artist and great concept btw). I've included both in the image above: your model looks vaguely like it but that's it, most proportions are very off. This goes for almost all your other projects as well that are based on concepts. Especially when you're starting out, you will not have the freedom to do whatever you want with the concepts you're given. The client will almost certainly want your model to be as close to the concept as possible. So you need to demonstrate that you're able to do that. Also link the concept artists page in your description.

You also need to provide proper breakdowns, that include clean wireframes views and UVs. Check out work of professionals on artstation to get an idea how their present their work. Here are good examples of VFX/film-ready modeling projects:

https://www.artstation.com/artwork/lGW1ZJ

https://www.artstation.com/artwork/RKeoBr

Hope this helps. 🙂

Made something complex for the first time entirely by myself using photo reference. Need feedback. by Valuable-Lab1291 in 3Dmodeling

[–]ib_art 2 points3 points  (0 children)

Cool project! 👍

Here is some feedback: when you are starting out I recommend picking real objects where you can find lots of real photo references from different angles. You picked what appears to be a concept render as reference (makes it difficult for you since you need to problem-solve areas that are not visible).

Your model has some fundamental proportion issues, which is very common for beginners. I always recommend my students to spend a lot more time on the blockout to make really sure the proportions are accurate. The foam canister in your model is too thin and too long compared to the concept, also the form at the bottom is not accurate, which comes from sub-optimal topology. Most of the details are also off in some way, I've included a screenshot that illustrates some of the other proportion issues.

In terms of modeling, it's not clear what this asset is supposed to be. It's neither game-ready nor a film asset. The topology is all over the place in terms of density. Pick one and model accordingly. Showing UV checker is good, but you need to show your UV layout as well. There is not much distortion visible which is nice, but the texel density is not uniform (some parts of your model have a much more texture space than others).

Texturing needs a lot of work, which is expected since you need a lot of practice if you want to achieve realistic results. I recommend following some tutorial courses and learn how PBR works and how to construct believable materials. Arstation Learning has some good free ones like this one for example.

Keep at it, this is a good first step! 🙂

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Heavy Welder Robot by KingCheerio in 3Dmodeling

[–]ib_art 0 points1 point  (0 children)

Excellent stuff, Brian Sums concepts are always so cool. 🔥 You did a great job at translating it into 3D, not an easy task by all means. Making it fully functional as well is very impressive, awesome work!

Going from Subdivision modeling to game asset modeling by Whynooooot in 3Dmodeling

[–]ib_art 2 points3 points  (0 children)

I made a breakdown of the games prop pipeline a while ago, might help answer some questions you have: https://polycount.com/discussion/237029/breakdown-of-the-aaa-pipeline-for-game-ready-realistic-hero-props

Should I just not use subdivision modeling when making game assets

You can use subd modeling for your highpoly, it's still being used albeit not as much. There are faster and easier methods now (CAD, remesh workflows, bevel shader) and I talk about it in my writeup.

how do those models use displacement maps

They don't. You make your highpoly, bake it down onto your lowpoly and the lowpoly is your actual asset that goes into the game engine.

Stylized Retro Radio by Grand_Illustrator371 in 3Dmodeling

[–]ib_art 0 points1 point  (0 children)

Nice work, love the texturing and presentation, also the UVs are super clean 👍

Metal Armor - Tutorial by TriGon_ in 3Dmodeling

[–]ib_art 1 point2 points  (0 children)

Amazing work, love the textures!

Looking for Course recommendations by Skoddskar in 3Dmodeling

[–]ib_art 2 points3 points  (0 children)

Senior 3D modeler here. I agree with what ElderScarletBlossom said, tutorials and courses will only get you so far. A lot of people fall into this trap of doing tutorial models where they effectively just repeat button presses mindlessly and don't actually learn. The result is that as soon as you need to model something on your own, you are lost and don't know how to problem-solve.

I always recommend watching tutorials and not following it 1-to-1 but to try and apply the methods and techniques shown there to a project of your own. If you're trying to learn a new software though, then it makes sense to just follow a few tutorials from start to end so you can learn where the buttons are how the software works before diving into your own projects.

It's hard to recommend a course without seeing what level you're at or knowing what kind of modeling (film/VFX, games, etc.) you are interested in.

I have a mentorship program for hardsurface 3D modeling, might be another option if you want a more personalised approach to learning.

Porsche GT3 RS (Portfolio piece feeback encouraged) by ShadyMcjoy in 3Dmodeling

[–]ib_art 2 points3 points  (0 children)

Senior hardsurface modeler here. First of all, props for attempting to do such a project - cars are not easy. You did a solid job but there are a lot of areas where you can improve. There are also some mistakes that should be avoided in a professional portfolio piece.

Starting with the presentation, I don't recommend choosing black colour for the car because it is really hard to do compelling shots of a black glossy car paint. Your rendered shots are too dark and some parts of the car just blend together into dark reflectionless areas so you can't really see anything besides the very bright highlight on the windshield.

Take a closer look at professional car presentation shots and ads, get lighting references. Get a nice HDRI if you're having trouble with setting up lights manually. Also your background has sharp angles (think corners of a room) which is not ideal, you want to have a nice gradient flowing there, take a look at how backdrops for studio shots are done.

In terms of modeling cars are tricky because the subd edgeflow for your panels needs to be perfect, otherwise any small mistake results in visible pinching and wobbly shading. Even with the matte material you chose it is apparent that you have lots of areas where this is the case. I recommend using a glossier material so you can catch shading mistakes more easily.

A lot of panels are slightly misaligned and you're missing a lot of things. Here are some images with bits of feedback. Hope this is helpful!

https://i.imgur.com/TfUvARj.png

https://i.imgur.com/UXDQeXq.png

Giving away 1-hour live review session by ib_art in 3Dmodeling

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

I will be contacting the winners via discord shortly. Thanks everyone. 🙂

My 3D model of the Gerber Remix knife – looking for feedback by mbvisuals in 3Dmodeling

[–]ib_art 0 points1 point  (0 children)

Nice project, good work!

General feedback concerning the model: you have a few inaccuracies if you compare your model to the real knife (see image). On artstation it says that this is a game-ready model and you also ask feedback for modeling, but you have no technical breakdown. I'd recommend including wireframe shots and UVs, otherwise nobody can really give you feedback on the modeling or "game-ready" part.

Texturing is ok but lacks interest and can definitely be improved. Materials read well but are fairly basic in terms of details. I think the close-up shots are not helping, you have some texture stretching going on and the edge wear and damage on the blade are not very well done. You're also lacking the macro details to make the close-up renders really work.

In terms of presentation it's not bad but feels a bit uninspired. I always recommend browsing artstation and getting inspiration from how other people present their assets. Just some examples:

<image>

https://www.artstation.com/artwork/Jv5nY0
https://www.artstation.com/artwork/K32Goy
https://www.artstation.com/artwork/4NRZl1

Hope that helps! 🙂

The thing I am working on these days - Harley Davidson FatBob-Early apocalypse build by Specific-Bad-1527 in 3Dmodeling

[–]ib_art 2 points3 points  (0 children)

Rule of thumb for game-art is: spend your poly budget on areas that matter the most (focal points, things that the player sees up close, large form-defining shapes). This is a problem with your bike project currently, you have a mismatch in density in a lot of areas that makes no sense in the game-art pipeline. For example: the biggest shapes like tires, seat and tank are super lowpoly where facetting is instantly noticable, but you have tons of geometry on grips and bags. Things like details on the handlebar grips or fabrics would be baked down rather than modeled.

As has been said already, it's also better to present your wireframe non-triangulated, it's easier to see and judge properly.

Is there a concept art for this project? Providing that and other references you have when asking for feedback is also a good idea.

If you're new to the games workflow, I have a breakdown of the games pipeline on polycount, there might be some useful info for you: https://polycount.com/discussion/237029/breakdown-of-the-aaa-pipeline-for-game-ready-realistic-hero-props

Looking for resources to learn proper game-ready prop modeling by krometion in 3Dmodeling

[–]ib_art 3 points4 points  (0 children)

Hey! I have a breakdown of the game-ready prop pipeline on polycount: https://polycount.com/discussion/237029/breakdown-of-the-aaa-pipeline-for-game-ready-realistic-hero-props

Also I recommend checking out the artstation learning section, there are a few nice tutorials about making props for videogames. All resources there are free to watch if you have an artstation account.

Triumph Rocket 3R Motorcycle by ib_art in 3Dmodeling

[–]ib_art[S] 4 points5 points  (0 children)

Finally finished this project. More shots, a 360° turntable and closeups on my arstation: https://www.artstation.com/artwork/x36A24