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Artstation

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Thread replies: 267
Thread images: 53

ITT:
>Share your Artstation profile link
>Discuss each other's work
>>
>>534239
you start.
>>
>>534249
ok
https://www.artstation.com/artist/mohsenblur
>>
have only one work there right now
https://www.artstation.com/artist/sao256k
>>
I'm only a student and I don't have anything worthy up. But here we go I guess.
https://www.artstation.com/artist/derezzurektion
>>
>>534239
All of these blow except for my fellow Russian man. I would post mine but there is nothing there, so this indicates that I should start rendering my dank enviroment autist props and putting them on there
>>
>>534239
https://www.artstation.com/artist/kajuzas
>>
>>534239

After viewing your profiles I've come to the conclusion that Artstation is going to shit like Deviant Art has.
>>
https://www.artstation.com/artist/odkn

alllllright
>>
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>>534480
post yours if you're so great
>>
https://www.artstation.com/artist/dotstripeart
>>
>>534489
Where did he claim he's so great? retard.
>>
>>534509
Are you so retarded and autistic you can't read between the lines?
>>
>>534510
retarded AND autistic? Most would say autism isn't worth mentioning in the face of retardation. That is a bit of a redundant insult.
That aside, how does saying the quality of Artstation is declining imply that he's claiming to be 'so great'?
>>
>>534511
He's using a sample size of 3 from a board filled with amateurs.
Artstation as a whole is filled with quality artists who stayed away from deviantart because deveiantart is for furries and sonic fanbois.
>>
>>534512
This, holy shit. ArtStation is doing fine for amateur artists who keep updating their skills, all the way to the professionals at the top. Deviantart is filled with every fetish and cancer under the sun that it fills up a large chunk of Deviantart membership.

Deviant - Art. Deviants making art.
>>
>>534512
>deveiantart is for furries and sonic fanbois.

Artstation is for digital artists, not traditional artists.
>>
>>534543
>>for digital artists
thats exactly what we need.
>>
>>534512
Whether he is right or wrong, that doesn't answer the question.
The quality of service at my favourite restaurant is going downhill.
"Let's taste your food if you're so great."
>>
>>534590
>le restaurant analogy that doesn't work
post descarted
>>
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>>534239
https://www.artstation.com/artist/vermilionwlad
>>
Notice me sempais.

https://www.artstation.com/artist/axiom_design

It's not much, but I try my best. There's not too many of my stuff on there, I tend to forget I have a profile on there.
I followed a few of you guys though, really great work.
>>
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>>534513
>Deviantart is filled with every fetish and cancer under the sun
Exactly, pic related

Unfortunately every artstation here sucks ass except for this guy >>534488
>>
>>534633
never seen a good artist pulling rank, you must be shit
>>
surprisingly theres a thread for this.
just opened mine yesterday ,
I am going to upload screenshots of my Game and a model of the fps weapon reference that I already posted. If you like it then follow pls
>>
>>534671
https://www.artstation.com/artist/freddyb
it didnt paste
>>
I don't have Artstation
I'll post my Insta
https://www.instagram.com/gam3_b0y
I started 3d in December :v so i can say that I'm fucking good compared to time that I'm doing it
>>
>>534620
>https://www.artstation.com/artist/vermilionwlad
Wow man I'm your fan :D

I'm that guy above this post
>>
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autistic hamster itt
https://www.artstation.com/artist/lafugix
>>
>>534674
I remember you.
People were shitting on Seth's special anatomy, and I blamed Capcom.

I followed. You seem to work in a similar style to what I do. Looking forward to seeing some new shit.
>>
>>534680
Love your stuff. I've always wanted to get into modding stalker/arma3.

>>534629
thanks for the follow dude. Funnily enough I'm working on a game project which is also retrofuture stuff.
>>
>>534674
your work is shit
>>
>>534724
of course it's shit. it's literally starting level shit, but I'm evolving pretty fast so fuck off, the last peace I'm working on now is awesome !
>>
>>534723
Looking forward to seeing it, your work seems to be pretty cool.

What's up with the gravity generator though?
It looks just like the one off Space Engineers. That on purpose?
>>
https://www.artstation.com/artist/sharkhead

I have only a year of experience, almost 2 years actually, soooo.....

At least im trying
>>
>>534734
that was an art test
>>
https://www.artstation.com/artist/chuckylarm
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>>534636
>>
>>534970
>RCTW

I'm so sorry bro.
>>
>>535061
Got an internship there when i finished school, they hired me for a couple months after but now i left and i'm happy i did.
>>
I'll keep praticing

https://www.artstation.com/artist/morzul
>>
>>534970
followed, love ur handpainted stuff
>>
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>all this highpoly shit
no body is going to hire you armatures unless you can show maps and lowres meshes of your sculpts
>>
>>535153
Thanks bro!
>>
>>535161
>caring about """low""" res
Nigger, it's 2016, nobody cares about how many triangles you can save.
>>
>>535161
true

>>535189
this faggot lives in imagination land
people doing games totally have to care about the polycount of their assets. one or two tri isnt gonna cause people seizures anymore, but being efficient on modeling is still very important
>>
>>535161

U wot m8? Making a low poly to bake to from a high poly is monkey work
>>
>>535189
>optimization doesn't exist.
Then why don't companies directly use their zbrush sculpts and go through the trouble of converting into lowpoly?
>>
https://www.artstation.com/artwork/8Pg3R
One of my first renders.
>>
>>535196
Nobody gives a flying fuck if your Models are Highpoly or not as long as your work is good.
If you're good with modelling or sculpting, its much easier to train you to retopo and bake maps than to train somebody who can efficiently create lower quality lowpoly game models.
>>
I just got this artstation account.

https://www.artstation.com/artist/blendedmarks
>>
>>535297
>https://www.artstation.com/artist/blendedmarks
Did you just move in? Figures you'd have the TV in before the bed, fucking blenderers.
>>
>>535161
W-what do you mean anon-kun?

Polygons take more processing power to render real-time?
>>
>>535161
>no body is going to hire you armatures unless you can show maps and lowres meshes of your sculpts
>>
>>535161
there are tons of sculptors out there that didn't do retopo even once
>>
>>534294
You need to make your final shots look better

impressed by the glassware though
>>
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hey just checked all of you guy's work look pretty good there is always room for improving though here is my account https://www.artstation.com/artist/othontejeda let me know what yall' think. I'm mostly a prop and environment artist but lately I've been doing tons of zbrush sculpts so i'm confident i could do a character i'm thinking about modeling Joseph joestar from jojo's bizarre adventure or Hisoka from Hunter X Hunter
>>
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https://www.artstation.com/artist/danielreichardt
>>
>>536308
Its like they were designed just for me.
>>
>>535189
This

>>535161
low poly cuck, lmao
>>
>>534970

Heyyy what's up.

https://www.artstation.com/artist/xenosfighter

Nice to see you
>>
>>534480
Lurk art sites more

No site will ever go to shit like Deviantart has. Its still around and will continue to raise the bar for shit.

AS has shit on it but its not the breeding ground for shit like DA

I still love my DA. outside of the ponytards I still bring in decent artists to talk to
>>
You're all terrible.
>>
>>537579
this
>>
>>537611
maybe not terrible but not really good either.
>>
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https://www.artstation.com/artist/freddyb
just dump my shit here again.
artstation wont generate 1 view for me
>>
>>537637
after seeing this shit i wont give you one either lmao
>>
>>537659
whats yours then
>>
>>537660
i wont taint my portfolio by posting it here lol

whould get a bad reputation
>>
>>537661
sure
>>
>>537662
believe what you want kiddo i have a job im only here to laugh at your shit portfolios
>>
>>537661
Sounds like the words of a shitposter. Opinion discarded.
>>
>>537663
0/10
>>
>>537659
>>537661
I'm with this guy, I would never share my portfolio here, especially in this thread. Most of those Artstation pages are 2/10
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>>537682
you obviously don't have one
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>>537682
assuming yours is something >2
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>>534239
https://www.artstation.com/artist/tirli
>>
https://www.artstation.com/artist/treesfreightner
>>
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>>534239
I'm the lead sculptor for Poser, at Smith Micro.
I love sculpting monsters, and penises but a women's body or vagina not so much.

https://www.artstation.com/artist/teyon

>inb4 not teyon
>possibly a closeted homosexual
>is joke, but possibly accurate
>>
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So I, uh, make stuff.
https://www.artstation.com/artist/arroyo
>>
https://www.artstation.com/artwork/0ZQ5e
>>
>>534239
https://www.artstation.com/artist/eleszar1
>>
Was going to join but this place requires a facebook now, wtf.
>>
>>538172
Artstation is well on its way to becoming the next Behance, I see.
>>
>>535205
but they basically do? just apply zremesher and adjust settings to something that is reasonable and you get topology that is basically just as good as what you would do by hand. If there are any big flaws you can't get around with zremesher, then just adjust it afterwards in maya or whatever. Saves HOURS worth of work, which is what most companies care about anyway.
>>
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>>540780
how fucking noob can you be
>>
>>535161
This. Unless you sculpt for concept art you need to post a low poly mesh with your model or it's useless
>>
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>>534239
https://www.artstation.com/artist/pandan

i like handpainted stuff so dont yell at me
>>
>>540780
>they basically do
> 100million polys is basically the same as 50k polys
>implying you don't have to add guides and then manually clean up a retopo mesh 99% of the time
>implying that isn't optimisation
>>
https://www.artstation.com/artist/kampfisken
I made this last week, pls no bully, I'll fill it up soon ;_;

>>539376
>>538147
10/10
>>
>>541055

Joined last week, more views and likes than me. How do people do this.
>>
>>541068
"artistic nudity"
>>
http://rosshildick.artstation.com

(yes, that is actually my name - no, I didn't get bullied for it - yes, I hate it)
>>
>>541068
I just linked it on my other platforms, initial surge. Likes and views don't mean nuthin' anyways, don't obsess over that shit, just keep doing you!
>>
https://www.artstation.com/artist/xenosfighter

I'm trying to get into character modelling, but so far I made no sculpt worth posting on my profile
>>
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Here you go lads.

https://www.artstation.com/artist/chillydog3d
>>
>>541323
>tfw 208 followers
>>
>>541323
jeez
its like 3d definition nowadays is a couple of cylinders with a pre-made substance material
>>
>>541329
>>541327
its because its shit and weapons is what noobs usually try to model first when they get into 3D
>>
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>>541333
>>541329
Don't get upset now.
>>
https://www.artstation.com/artist/gam3b0y
here I've made it D:
>>
>>541396
your work is just hacky thats all. Not inspired...run of the mill. Dont think that just bc I remember it being bad from checking it out yesterday that its actually good. Its like on the tv show hells kitchen - give me your jacket and get out of hells kitchen.
>>
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>>541329
this, exactly this
substance is an amazing tool, but unfortunately it creates a whole generation of shitty texture/shading artists who dont know squat about how materials are built, relying way too much on presets and pre-established values
>>
>>541430
pfft you don't know what your taking about.
i just stumbled on this thread. if you want to create any weapon with accuracy it takes more than inserting some values into le procedural texture mapper
>>
funny to see how one single fag can ruin a thread
I doub't he would talk any shit if everyone could see his work
>>
>>541323

Good stuff. Do you get a lot of work.
>>
>>541323
foot soldier sword looks pretty gud
>>
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>>541430
Actually most of the painting I've done in substance is hand done, built up from scratch. I used to do it all in photoshop but It took too long.

I can agree that people slap on the presets, don't really wear down the materials, add grime in the right places.
>>541459
Sure do, it's pretty fun. Guns are pretty 'lame' in a sense because they don't get to express much emotion, but they're so important to games, people always want to have them.
>>541464
Danke mush, first time I really made anything in Zbrush, took about 3 tries to get right but I was pretty happy with the end result.
>>
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>>541459
forgot to add, not even joking, I started learning 3d right here in / 3DCG/..classic.
>>
>>541467
So do you mostly freelancing work or are you employed to a studio?
>>
>>541467
>Actually most of the painting I've done in substance is hand done, built up from scratch. I used to do it all in photoshop but It took too long.

You're one of the good guys then, keep it up!
>>
https://www.artstation.com/artist/snefer

:)
>>
>>534620
Why do you like your own stuff
>>
>>534488
This is some pretty nice stuff anon
>>
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>>541492
Freelancing but attached to a few studios. Things like Slack make it feel like we're in an office. I'm in Australia, there are no AAA studios here. Total disgrace.
>>541536
Danke mush, Yeah the sweet scrubs that slap on basic materials in substance or quixel are easy to spot.
>>541562
plz be real Tor.
>>
https://www.artstation.com/artist/immortalp
>>
>>541565
why would you post something you didnt like?
>>
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>>540780
>Just Zremesh it bro.

I bet you work for Bethesda.
>>
>>541323
>https://www.artstation.com/artist/chillydog3d
How to render like you
>>
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>>541736
Either Marmost Toolbag or Unreal Engine 4.
There is a rendering pack for Unreal which is pretty much like Marmoset, it looks better imo. I'm not very good at presentation though.
>>
>>541722
Liking and being really satisfied with your work is one thing, i'd argue that's the most important. Literally liking it on your page is something else entirely, it's equivalent to posting a status on facebook and liking it.
>>
>>541763
yea, same deal. If you post something on facebook and dont like it, you shouldnt be posting it. Its about being honest with yourself and being open enough to show it. Humility can be fine but in this case it does not matter.
>>
>>541736
>put model in Marmoset
>change HDR environment until you like it
>rotate environment until you like it

Also dont overdo the meme post-processing effects
>>
https://www.artstation.com/artist/cptalbatross
>>
https://www.artstation.com/artist/udiatias
>>
>>541786
>https://www.artstation.com/artist/udiatias
>https://www.artstation.com/artist/udiatias
materials look quite plastiky
>>
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>>541789
Nice review kiddo.
>>541787
Took a look at you gun a noticed a few thing based off it and the rest of your portfolio. It looks like you're still pretty new to the concept of PBR texturing along with the capabilities of programs like Substance or Quixel. First thing is your albedo map. The benefit of PBR is that it can accurately describe almost any material or texture through Albedo, Gloss, and Specular maps. That being said, it's obviously important to understand how these maps work together to produce materials. So take your albedo/diffuse map: The metals are either gray or light gray. Proper PBR workflow dictates that almost any metal is measured as black or very dark grey. The "lightness" of the metal itself is controlled by how much of a shine it has (gloss map) and the color reflected back (specular map). So say you wanted to emulate shiny brass? You would set your albedo to be black or very dark green, light grey to white for gloss, and an orange or gold color for specular.

In this case, you're trying to emulate matte or worn gunmetal. References show it to be a darker gray color, so you would probably need to shoot for something like this: Albedo - Black, Gloss - 20% Gray, and Specular - 50% Gray. This will allow you to pick those nice environment reflections, but will make the gun appear darker. This means you'll have to go back to your light rig and re-adjust.
>>
>>541787
The other thing I suggest is to think more about how you lay down your wear, tear and grime. You have what appears to be rust or grime on the pistol, but on places that don't really make sense based on how you would operate and handle this gun. Taking the extra steps to apply grime in the cracks and crevices or more wear on high traffic areas like the trigger or slide would boost the quality of this model tremendously.
>>
>>541795
thanks for the advice, but at this case i would already be an accomplished gun modeler which im not.
gun is pretty hard to replicate and it has a few variations, its not like a all the parts are match with each number. it shows on the grips.
either way, i could choose a better gun to model. the wear was not means to be edge wear which im not entierly sure how to do, it was just plain wear
the material was hard to replicate as well, sb have alot of stock mats and none of them fitted the gun like i thought they would.
>>
>>541796
cont.
i thought on this like something that would take at least 70 years of wear (which makes sense).
i thought id do lots of things by hand because i still don't understand fully the concept of smart masks
>>
l
>>
>>541801
Well there comes a point when you'll have go beyond what the preset/ automated features give you and just get in there and paint in the details. I'm assuming you didn't bake out an AO or Normal map for your model, as those would help capture those details in the smart mask function.
>>
>>541823
actually what we do is get real objects and take photos of them and paint them on, Like on battlefield 1
>>
>>541823
ill most likely never do weapons as work. but thanks for the tips.
>>
>>541825
step outside of your comfort zone once in a while ok
>>
>>541828
thanks for the lengthy advice man, i think a few people here could use some as well.
>>
>>541831
Whats with the sarcasm?
>>
>>541832
i don't think i can calibrate my own skill, just as much as everyone else.
and where i want to reach? i don't know. can't really tell you what direction ill take in the future because i know a little bit of everything
>>
Let's revive the thread, I like to see what you're working on!

Here's mine
https://www.artstation.com/artist/asutekku
>>
>>542392
>jizz covered monitor
nice
is the finnish soldier supposed to be a joke? i don't get it.
>>
>>542392
looks like shit, learn to draw
>>
>>542394
>>542395

not him but fuck off.
what did you do to improve? keep wallow in depression
>>
>>542396
>make dumb joke on the internet
>some faggot gets buttblasted for no reason
chill out man
>>
>>542394
Nah, finnish defence forces actually take conscripts to model stuff for their simulator (VBS) so most of the stuff isn't that professional.

That was my first time I ever did anything human related and desu it's quite awful and the topology is some of the worst I've seen.

Besides, it's not like we all have to be experts right from the beginning
>>
>>542400
ahh alright, i was just confused because you put soldier and all i saw was a uniform. i thought it might have been some joke about the finnish military.

>Besides, it's not like we all have to be experts right from the beginning
yeah i know what you mean, i'm still quite shit.

anyways, i like your leopard marksman. keep it up.
>>
>>542401
You're right, I think I'll fix that. I just didn't have the face and hand meshes because the engine supplied them and the dummies I had didn't have textures so I left them out from the render.

Thanks by the way, I'm sure you'll also be great some day!
>>
>>542396
>what did you do to improve?
I learned design and how to draw then I learned color theory
>>
Have only one work there https://www.artstation.com/artist/cptbong
>>
https://www.artstation.com/artist/wmcrg
>>
https://www.artstation.com/artist/jenkvanderslice
Just got this up, it only has my school work on it for now.
>>
>>542422
>>542558
>>542563
awful noob tier
>>
>>542563
You gotta work on your lighting/materials, my good man/woman/nonbinary genderperson. They're lagging way behind the rest of your stuff.

You should learn PBR material workflows, as well as some lighting tips, both generally and for the render/game engine that you're using. All your materials look like they have the same properties, and your lights are washed out and make your scenes look white everywhere. With the technology we have in 2016, there's no need for any 3D to look like that.

PS: If you're actually a lady, PM me.
>>
Do you guys think artstation is the best network to well... network for artists? I was thinking of instagram too because it probably has more people.
>>
>>542580
Personally, I wouldn't feel inclined to engage with other artists on instagram because of the amount of normie garbage/likes/etc to wade through, it's a bit like facebook or tumblr.

Places like artstation and polycount seem more likely to have artist-to-artist discourse, the threads on polycount for example frequently have professionals and talented hobbyists discussing each others' projects.
>>
>>542582
you make a good point, im not trying to reach out to normies but other artists instead.
>>
>>542583
Then get off /3/ immediately, everybody here is retarded.
>>
>>542572
I haven't had much time to work on my lighting yet but its coming up in my plans, sadly most my school files all had to follow a certain workflow, that they laid out. Thank you for the input, definitely will make sure to keep it in mind while im working on it!
>>
>>542610
I'm just giving you avenues, I wouldn't even call it input. Pretty shitty of your school to give you such a bad material workflow, even if to keep things simple. Anyway, you just need PBR, it'll make things a lot better.

PS: if you're a girl PM me.
>>
>>542611
Still thanks for the reply, since finishing school ive worked on making most my materials PBR, so it should be much better.
>>
>>542568
People have no shame. How do these people see the front page of artstation and think their own art has any place on that website? it's going to turn into behance from all the shit tier trash being uploaded.
>>
>>542625
if anything artstation is a good place to be in because it forces you to stay in a relatively high level
>>
>>542558
Nice
>>
https://www.artstation.com/artist/niklaskatt
matte painting mostly.
more 3D is comming soon
>>
>>542625

>>542643
This is exactly what im talking about

artwork/0Lk9K

Do you really put that robot in the background, and think "yeah that looks right; time to upload to a public gallery"?
You can be an amateur in training without being completely retarded.
>>
>>542649
>mad jelly
>>
>>542649
so many assblasted people in this thread
kys
>>
>>542649
right this is an older work which i have corrected by now. i see artstation as a platform to publish work and get feedback. also why not show your older stuff. i think its kinda sympathic and transparent if you can show off a developement in quality in your work.
also i would suggest anyone to not use artstation as a portfolio page to find work and show clients. so whats your point exactly. just that everyone who is not on the level of the top tier artists shouldnt publish his work?
>>
>>542630
Forces?
>>
>>542625
I know you are trolling but the front page is really bad. It consists 90% of characters with swords, sexualized women or pop culture drawings, or a combination of all three.
>>
>>542664
Can you show us your definition of "good"?
>>
>>542664
>>542674
I think anon is just getting upset over stylistic/thematic choices

Creativity =/= technical skill. The FP of artstation is unequivocally filled with technically skilled work (inb4 somebody cherrypicks to contradict me). Whether that work is creatively appealing is entirely subjective (and depends on the purpose you're willing to give the website).
>>
File: f7FdEdG.jpg (1B, 486x500px)
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>>542679
This
>>
>>542679
>Whether that work is creatively appealing is entirely subjective

That subjective creative is what sell the shit in the first place. Artstation is a wall of cliche pandering shit.
>>
>>542558
Man that's a nice cop car
>>
some people seem to go a little crazy over the less skilled artists on artstation when i don't think it matters at all.

artstation can be effectively used for job opportunities and skill progression if you use it that way. if not then what does it matter, your bad submissions will waste away with maybe 2 likes and 200 views a year.

if there's people uploading unfinished or just generally noob tier work then they aren't going to get any eyes looking their direction. artstation sets the bar pretty high in my opinion, i'm constantly judging my work compared to senior environment artists and trying to strive for their level quality of work
>>
File: screenshot002.png (1B, 486x500px)
screenshot002.png
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ok
https://www.artstation.com/artist/propiro
most LP/textured stuff is from 2012 and reposted there, currently in my free time i do mostly HP meshes, as hp/lp/tex in work drains me off from juice.
You can watch some unposted WIP stuff here as well: http://max3d.pl/forum/threads/101594-3D-Teczka-Pira
>>
>>542719
It's a wall of what's hiring in the industry. You don't like it? Then maybe you should get out.

Not everyone is interested in your scribbles posted on the fridge.
>>
>>542990
you have an oldschool way of making models which i like.
>>
>>543327

Not the guy you answered to, what is oldschool way of modelling weapons and whats the modern way?
>>
>>543362
the modern way of using weapons is guys having fucking roughness all over the place and crazy scratches, wood peeling off the weapon etc.

it adds to the render sure, but new weapon (even old ones) are not like that.
>>
>>543369
Everything has a little bit of wear and tear. An amateur will throw scratches everywhere because it's a cheap way of making things look real. A good texture artist knows how to apply the detail subtly. Less is more or whatever.
>>
>>543369
I'm sorry to tell you the pic you're commenting on is a clay render.
>>
>>543378
i was referring to his portfolio
>>
>>543380
Ahh, okay. My bad.
>>
>tfw 0 followers
>>
>>543369
Yeah no, weapons tend to catch hell a lot of scratches if they're in actual field use instead of in shooting range. They won't scratch easily but even just several weeks use wears the surface down visibly.
>>
>>543832
i carried an vietnam era m16 when i was in the army.

it wasn't nearly as fucked as people in the renders make them.
especially ak-47, its the weapon that people exaggerate with the most
>>
I carried RK-62 when I was in the army from the 80's and it was hella used. Same goes with the PKMs we used.

Granted it didn't have deep scratches, but the original black was completely worn out.
>>
>>541572
I'm from Tasmania.

Am I fucked?
>>
artstation.com/artist/talbone
>>
>>544493
also: https://connect.unity.com/u/5818d0ac090915002eeb156b

and http://twitter.com/italbone
>>
>>543881
Not at all! In fact, the reduced cost of life that comes from living in a third world country means that you can make great revenue freelancing for western companies!
>>
>>534480
this.

it's becoming more and more saturated with concept artists" and meme shit, but it really can't be avoided.

>Birds of a shit feather flock together.
>>
Here is mine. I'll be attending Gnomon soon

https://www.artstation.com/artist/valentinerbuke
>>
File: 1475818253632.jpg (1B, 486x500px)
1475818253632.jpg
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>>541739

Link to the rendering pack, much appreciated m8
>>
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1399335715018.jpg
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>>542990
>>541787
>>541323

You guys need to stop making semi realistic weapons/guns. Like drop it totally. It's a sign of a beginner or not a creative person. It's just so fucking boring.

If you really need to stick with guns try more creative sci-fi or fantasy designs.

But I really recommend for you to go out of your comfort zone and try making something more challenging.

Do you really expect an employer to be impressed with your portfolio when all of it is guns with boring designs? I mean look at high level art station stuff. Often a weapon is simply a small part of a whole vehicle or character.
>>
>>544537
have you made weapons before?
the idea about realism is not always about copying. its about finding ways to replicate something you haven't designed yourself.

if you design your own weapon you are setting an easy way to avoid hard techniques you would use in a realistic weapon.
most sci-fi designs i see are straight up shit. the only good ones iv seen are from big companies and most people who make sci-fi guns are setting an easy way for themselves because its their design. you can design yourself out of hard work and this is what i see people do.
>>
File: 1318528738246.jpg (1B, 486x500px)
1318528738246.jpg
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>>544543
What you described is simply bad work ethic (in case of professionals) or being afraid of going out of your comfort zone (in case of beginners). My point still stands.

Then again cutting corners by using clever design has it's place.
>>
>>544545
its also a case of knowing where functionality comes into play.
lets admit it. artists are not engineers and don't know dick about ergonomics or where would you save weight or space in a weapon. modeling realistic weapons gives you those ideas. being a weapon fan has something to do with that as well.
nowdays its all about who has more shit on their gun. and in scifi weapons its plentiful. bulpup shotguns,revolves with magazines you name it. its all there.

pic related, this gun got to be on a fucking magazine image.
point being, if you want to go sci-fi or anything out of the box you need to some understanding of how weapons in general work. if you can't do it then don't do it. let the big dogs do it until you can figure out what makes a good design and whats not
>>
File: 1318529004753.jpg (1B, 486x500px)
1318529004753.jpg
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>>544547
I totally agree with you mister. I believe that at some point you just have to make the jump and try something more out there. Even if it doesn't come out perfect.

Do even 100 real guns to learn how they should be designed but don't flood your portfolio with them. Put in 2 and keep the rest to yourself. They're learning/practice material not portfolio material where you're trying to sell yourself as an creative person/artist.
>>
>>534239
what you think ?
https://www.artstation.com/artist/lisek
>>
>>544550
4chan will probably shit on you for being "unoriginal" but I personally love the slight star wars vibe in your ships and interior designs. Execution is good as well.
>>
>>544550
really good. I wish you could tell us how you got the space backgrounds(stars)
>>
>>544550
Make a capital ship design and I'll love you.
>>
>>544550
Did you use VUE for your planets?
>>
File: life.jpg (1B, 486x500px)
life.jpg
1B, 486x500px
>>544495
T-thanks...
>>
One new stuff there, there you go

https://www.artstation.com/artist/sharkhead
>>
>>539376
latest upload vegito
>>
>>544573
hahahaha nice.
>>
>>541795
well i re-read your post and reflected on it again and determined its bunch of none sense

>brief overview of pbr from wikipedia
>materials are this and that
>didn't know i didn't used my own materials
>talks about specular/gloss like its still relevant

i didn't know exactly what u were trying to say but its a bunch of rubbish. PBR materials are not only meant to emulate real life, they are also meant to create immersion. this is why certain things are exaggerated (default mat for bronze is excellent but its not physically correct) etc.
>>
>>544537
I work in industry for 12 solid years you dumb fuck, even worked in military sector. and 80% of what i did was weapons, rest was misc military equipment.
Stop talking about comfort zone when you have no idea how the market is and what are target client requirements, it makes you silly. For past 3 years i did nothing except guns If someone have money for services, he have a 2d design team to make concepts, that people who can model IRL stuff can easily model some silly concepts.

I hate when people complain about things they have no idea about.
>>
File: 1482737141360.jpg (1B, 486x500px)
1482737141360.jpg
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>>544537
Yeah well making realistic guns gets me paid well.And it's always in demand.
>But I really recommend for you to go out of your comfort zone and try making something more challenging.

You know what's challenging, making a weapons look exactly like the real thing with barley any ref and no room to make shit up.
>>
>>545860
nah man that's easy
once i modeled my shit
i crapped it out and put it on my desk, great ref
put it in zbrush then substance painter for a 4k
it's probably in an aaa game you guys are playing right now
>>
>>545867
uncharted 5: escape from india
>>
File: 1480698285255.jpg (1B, 486x500px)
1480698285255.jpg
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>>545867
>>
>>544505

when?
>>
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1320195752221.jpg
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>>545825
>>545860
I assume you're over 30 yrs old by the work experience so please stop sperging out. The fact that you're already 12 years in the industry and that your ArtStation is all that you have to show for it just proves the whole point.

It shows you're simply not a good artist. Just a common craftsman. Nothing wrong with that.

But it wouldn't hurt to take the advice, try something new and break to mold.
>>
>>548183
post your work
>>
File: 1341254388152.gif (1B, 486x500px)
1341254388152.gif
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>>548183
That would be highly unprofessional considering the reputation of this place.

Good advice remains good even if given anonymous. You just have to be open to it.
>>
>>548185
post your work.
>>
File: 1340608116685.gif (1B, 486x500px)
1340608116685.gif
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>>548186

>>548185
>>
>>548191
are you afraid? nodoby g.a.s. if you post on this site or not mate. its 2017.
>>
>>544547
this just makes me realize i'll probably never swim with the big game.

i'm a sad man. who will always be a year behind.
>>
>>535161
>https://www.instagram.com/gam3_b0y

how rue is this? what if i'm cringe and don't know it?
>>
File: 1483628425132.jpg (1B, 486x500px)
1483628425132.jpg
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>>548183
>I assume you're over 30 yrs old by the work experience

Wrong by +8 years.
>>
>>548653
so you started working in the industry at 10?
>>
File: 1484627632440.png (1B, 486x500px)
1484627632440.png
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>>548656
>>
>>535161
>armatures
>>
>>548653
So you're actually over 40?
>>
>>544505
are you in the 2year starting winter 2017 ?
>>
>>548797
Low 20s my man.
>>
>>549340
you sound like a nerdy brat
>>
File: 1484878689783.jpg (1B, 486x500px)
1484878689783.jpg
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>>549341
>>
>>549342
what have you really achieved besides moving a few verts in programs you pirated?
>>
File: 1484917501878.jpg (1B, 486x500px)
1484917501878.jpg
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>>549343
>Shipped a bunch of games.
>Got fucking mad money
>flow across the world for work.
>>
>>549359
looking at your portfolio i wouldn't fly you across the world for a blowjob
>>
File: 1484893396650.jpg (1B, 486x500px)
1484893396650.jpg
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>>549362
Good thing your boyfriend already does that for you.
>>
I have a personal instagram where I post shitty selfies and photos of pets, nature, whatever run through piss filter. Typical instagram garbage, mostly personal friends and family follow me. Recently I started becoming interested in 3d art and posted a couple of wip pics, and I get an influx of follows likes and comments from industry people with tons of professional work miles beyond my shitty attempt on their account. Why is this? Do they have bots running their account that add anyone who is posting related content for networking/exposure purposes?
>>
>>549827
that's because you are posting on social media.
iv seen amazing (god tier) sculpts on artstation with 4 likes because the section is running quickly.

best way to get traction is on social media, but i feel like attention whore doing that
>>
>>549827
for encouragement presumably

it's not a big industry
>>
https://www.artstation.com/artist/ld3d
>>
trying to learn CAD. very frustrating to get things to work, but I like the result.

https://www.artstation.com/artwork/2Kwkv

gonna move to Rhino from Fusion360 though. Fusion tries to hand-hold too much, and that really limits what you can do, and a lot of times it results into you not being able to do what you wan.
>>
File: Shot_2_FB2.gif (1B, 486x500px)
Shot_2_FB2.gif
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>>534239
>>534239
Trying to got for a stylized cell shaded look + action.
Any of you guys like this kind of shit?
https://www.artstation.com/artist/thom_cee
>>
>>550046
>gif
shading looks great, but your shitty blocky mesh gives it away. don't be afraid of polygons.
>>
>>550046
Don't post drawings if you can't draw.
>>
>>550046
delete this: https://www.artstation.com/artwork/adPrq
>>
This is one slow moving board lol

https://www.artstation.com/artist/wmcrg
>>
File: 1477430976309.png (1B, 486x500px)
1477430976309.png
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>>550433
>>
I Don't have art station.
But i have behance, same shit.
https://www.behance.net/gallery/48643195/Popeye-3D
Enjoy
>>
>>534633
>this pic
every tume i am coming here on 4 chan i am greeted with new level of autism mixed with worst degeneracy possible
can't people just stick to futas with horse penis ?!
>>
>>544730
>https://www.artstation.com/artist/sharkhead
Render your stuff man, you've got potential
>>
https://www.artstation.com/artist/sirjoker
>>
>>551062

Oh thanks man. Yes i will post more projects in there, so they will look better with some render and pos production. The reason i wasnt rendering a few of them, is because i didnt even knew how to render. I was learning the basics and stuff (im still learning cus im not a pro, but at least now i know some techniques)
>>
>>551089
dead link
>>
File: abstrakt1.png (3MB, 1920x1080px) Image search: [Google]
abstrakt1.png
3MB, 1920x1080px
https://www.artstation.com/artist/danielreichardt
>>
https://www.artstation.com/artist/nat5gye

could care less about the whole "followers" trend.
We simply coexist.
>>
>>551601
My bad, dude. Here https://www.artstation.com/artist/gustavowyrnist
>>
https://www.artstation.com/artist/meekylam

don't have a lot of stuff yet, started last month
>>
>>534507
Tere tere vana kere
>>
>>534724
rofl u mongoloid. it's decent, especially when you just started.
>>
https://www.artstation.com/artist/malchish_kibalchish
hope you like it
>>
>>544555
checked
>>
>>544555
noise>blur>levels>clone stamp
>>
Is it possible to create an artstation accound without having any of these bullshit social media profiles?
>>
>>552305
You used to be able to, don't know anymore, but just make up a fake FB, it's not like they ask for your SSN.
>>
https://www.artstation.com/artwork/13o5q
>>
https://www.artstation.com/artist/beneath

Still flipping thru others links, will post again soon.
Thread posts: 267
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