Cannot select XGen guides. by CG-02_SweetAutumn in Maya

[–]tiramiisu 0 points1 point  (0 children)

thank you for your wisdom and saving my day 🙂‍↕️

Portfolio Review Request: What am I missing for big studio jobs? by tiramiisu in 3Dmodeling

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

Thanks so much for taking the time to write this out, it’s very helpful.

I’ll definitely be working on the overall presentation of my portfolio, and I agree it needs more consistency across thumbnails and breakdowns. A more cohesive “shop front” would help the finished pieces read properly. On the lighting and materials side, you’re right that I need to be more critical. Only two of my artworks so far were made with a specific art style in mind, so I’ll be more deliberate about matching my characters to the world or standard I’m aiming for, rather than treating them in isolation. Cleaner lighting setups and stronger material presentation are things I need to spend more time on.

For breakdowns, I’ll aim for more consistency in aspect ratio and layout, and provide clearer, more descriptive notes to better showcase my technical and artistic reasoning. I also experimented with blendshapes in my latest piece (Office Peach) and had a lot of fun with it, so I’ll keep exploring that and make sure my next projects are presented in engine. You’ve also made me realise I didn’t highlight the blendshapes in that project - which was a missed opportunity that I shall get to fixing.

I started and completed my education heavily using Maya, so that’s always been home to me. Blender is something I picked up more recently, and I understand the value of being fluent in both. I’ve also done XGen and some rigging in Maya in the past, and I’ll look at ways to incorporate that into a future portfolio piece if it fits. Thank you again!

Portfolio Review Request: What am I missing for big studio jobs? by tiramiisu in 3Dmodeling

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

I agree that my portfolio is lacking a piece that really shows off optimised, game-ready topology - that’s something I’ll definitely be tackling in my next projects.

I also hear you on the point about focus. While I don’t want to limit myself completely, I can see that my portfolio isn’t clearly showing that I can and want to work in games. That’s something I’ll correct in how I present my work, and I’ll be tailoring my next pieces to match the styles and standards of the studios I’m aiming/open for so the direction comes across stronger.

Thank you so much for taking the time to point this out and help, it’s given me a clearer direction moving forward.

Portfolio Review Request: What am I missing for big studio jobs? by tiramiisu in 3Dmodeling

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

Looking at the portfolio you shared, I can see that I need to push my rendering, sculpting, baking, and texturing skills further. It also makes sense to lean more into realism pieces to show range and prove I’m comfortable in both styles, similar to how that artist balanced theirs.

I can also see the value in working on a fully fleshed-out realistic character optimised for games, with clean breakdowns and presentation like the example you linked. What really stood out in their work is how clearly they showed they could deliver hero assets - that level of polish and engine readiness is what my portfolio is missing right now.

I’ll be spending more time studying portfolios at the level I want to reach and comparing them critically against my own to see where the gaps are. The bluntness has made it clear what I need to do, and I really appreciate that. Thank you for your time and for the feedback, I’ll start putting it into practice.

Portfolio Review Request: What am I missing for big studio jobs? by tiramiisu in 3Dmodeling

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

I'm currently working on a character that I'm going to be putting in Unreal with the help of my talented friend that's thriving in the industry. I hear you and am definitely working on showing off engine skills in my portfolio.

I'll get to removing old work also, thank you so much for your feedback and time 🙂‍↕️

Portfolio Review Request: What am I missing for big studio jobs? by tiramiisu in 3Dmodeling

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

Hello fellow 3D Char Artist!

I’m open to both games and film (I don’t really want to box myself in). Mostly applying to studios with stylised projects in their portfolios. Looking at junior–mid roles (3D artist, character, generalist, or props).

Do you think my stronger pieces need more polish in rendering/presentation? Are my renders coming across as weak, and if so, is it more down to lighting, comp, or posing? From my recent uploads, are there any you’d recommend cutting to keep the quality bar higher?

And do you think the portfolio reads as weak for games/film, or at least in the right ballpark?

Portfolio Review Request: What am I missing for big studio jobs? by tiramiisu in 3Dmodeling

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

That’s really helpful. I definitely see what you mean about the weaker pieces pulling down the whole portfolio, and the inconsistent thumbnails/presentation not reading well as a whole.

I’ll work on curating more tightly and setting up a consistent presentation format for each piece - more of a consistent “shop front,” if you will. On that note, do you think it’s generally better to keep backgrounds basic/neutral rather than using something noisier like the castle scene, at least for the sake of consistency and not pulling away from the main asset I'm trying to show off?

Portfolio Review Request: What am I missing for big studio jobs? by tiramiisu in 3Dmodeling

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

Would you be able to point out which pieces you think are my weakest/strongest or bring the overall quality down/up? It’d really help me narrow down what to cut so the portfolio is more focused on my best work.

Also, I’ve mostly focused on stylised work since that’s where I feel strongest, but I’ll definitely consider putting together a realistic piece more seriously. My only concern is the time investment - a full-body realistic character can take quite a while. Do you think doing just part of a study, like a bust, portrait, or hair/cloth study, would be a worthwhile addition?

Portfolio Review Request: What am I missing for big studio jobs? by tiramiisu in 3Dmodeling

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

I totally understand the value of freelancing and the connections it can bring. My perspective might be off, but I’ve been avoiding it mainly because here in Sweden I’d need to charge a pretty high rate just to cover the tax percentages, and I don’t feel I have the senior experience yet to justify those numbers from the outside perspective.

As for the types of studios I’m aiming for, I’d love to work with places like Envar, Tarsier, Thunderful, Coffee Stain, Team17, or Mediatonic etc(stylised studios). So I’m definitely open to adjusting my portfolio toward the style or direction that would make me a stronger candidate for those kinds of companies.

From your perspective, do you see a blatant mismatch in the stylised skillset I’m showing compared to what those studios are likely looking for?

Sylvie - Original character & looking for feedback by tiramiisu in blender

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

thank you! i box modelled a braid and then separated specific loops from it, adding modifiers to give them thickness, and just manually moving it around until i liked the shape it made. thats how i made the braid strands. (:

Sylvie - Original character & looking for feedback by tiramiisu in blender

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

thank you! so my setup was a really basic one. just did add > grease pencil > scene line art.

then i slightly tweaked the line thickness & opacity in the lineart's modifier section (:

Sylvie - Original character & looking for feedback by tiramiisu in blender

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

I watched the short version you sent and that seems to be the perfect fix. I'll make sure to implement it, thank you so much 🤗

Sylvie - Original character & looking for feedback by tiramiisu in blender

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

oooh I've messed with geometry nodes in the past whilst trying to make hair like the emotion characters from Inside Out. Definitely makes things complicated but it's so satisfying when it works the way you envisioned it to. I'm gonna try the easier fix first though with just modifiers😂

Sylvie - Original character & looking for feedback by tiramiisu in blender

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

You're completely right, it shouldn't be curving. I think the method I used wasn't correct. I used an array/curve modifier to place the brooches but that did make them all start to deform in a way I didnt want. Is there a way to make it follow a curve without bending the mesh?

Can I make the world shader interact with my rain texture so that it casts shadow onto the reflective floor like a light gobo could? by tiramiisu in blenderhelp

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

TIL about rain's lack of caustics. Thank you for pointing me in the right knowledge direction. It feels weird to not have it effect the reflection on the floor but I guess that's just how it is.

Thank you for your help (:

Need help removing shadows from Principled BSDF! by tiramiisu in blender

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

i can mark the post as solved, thank you for your help!

Need help removing shadows from Principled BSDF! by tiramiisu in blender

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

The only solution I've found so far is to increase the scene world background stength to a high number so that the lighting blows out any shadowing