User submitted requests for artistic feedback and criticisms with no sugar coating, and no bs.
Currently I work at Infinity Ward, an Activision/Blizzard studio. I manage and review the art of 30-100 artists at any given time through a project cycle. Previously I worked at Ubisoft on WatchDogs 2, FarCry Primal, and FarCry 4. I got my start in the industry as a Model Artist for outsourcing studios on games like Ryse: Son of Rome and Devil's Third.
- To steer away from the participation medal mindset that has made its way into the 3D art community. Many moons ago, people were openly critical of each others work, sometimes it was harsh but most often it was reality. If you posted your work, that was an open invitation for criticism and feedback. Unfortunately I feel the online art communities of today have lost this aspect of holding each other accountable. To squeeze every last ounce of effort out of a persons work, and to collectively make it as good as it can be. I am hesitant to openly offer constructive criticism in forums or online spaces. So this is my platform – A CALL TO VOLUNTEERS!
For those looking for honest, respectful, critical feedback with no sugar coating, and no false encouragement. If you want to know what areas you need to improve on in order to grow as a better 3D Prop or Environment Artist, then please send me an email! I'd love to be a part of helping you get to the next stage of your career, whatever level that may be!
NOTE – This is completely free, there are no strings attached, the over arcing goal is to help everyone learn, and become better at receiving criticism. This is not a platform for hiring, and is in no way related to my current employer or their recruiting efforts.
TO REQUEST A REVIEW:
- Email me at DARREN.HORROCKS@GMAIL.COM with the following details
- A link to ArtStation or portfolio, or other website with your work for review
- Provide the key reference, ref board, inspiration for each piece to be reviewed
- Provide context if necessary
- Must have 3 to 5 FINISHED pieces of 3D art, no wips, no concept art pieces
- Must provide breakdown shots
- beauty shot
- solid wireframe
- texture flats /w sizes
- # material IDs
- tri count / UV vert count
WANT TO HELP? JOIN ME!
If you are a 3D Artist with 5+ years of AAA experience and would like to contribute to do reviews and provide feedback with the sole purpose of helping lift up fellow artists and grow their skillsets, their critical eye, and pushing a community forward. Then please email me and reach out!
Comments and content on this page are my own and in no way reflect those of my employers. My opinions are my own.
By emailing me and requesting a review, you are hereby give me permission to post feedback sheets, video, audio etc that use your submitted content as the subject matter for discussion and to allow as many people as possible to learn from others.
It looks like the things that might help you the most are:
- material defition, differentiating materials based on proper PBR values for metals/non-metals
- focusing on construction details – realism is found in how objects look like they were built, researching how a thing was built can help you make important decisions about what kind of construction details to include.
- and lighting – your lighting is flat, and not helping your scenes, you dont have a strong key light in any one scene to help create more of a focal point and contrast, all your lights are competing, and thats hurting your scenes
- normal maps, and edge chamfering – you need more detail in your archviz assets – they feel like blockouts or placeholders for the most part.
- Show restraint and understand that less is more sometimes. Not everything needs to have tons of clutter and tons of grime
- Use each and every element in your scene to contribute to the overall composition and player path
- Dirt on everything nuked your material definition
- Function, structure, construction – these are the key elements that should be guiding all your choices in prop creation, and set dressing.
- Think about how that object would have been used every day
- How does that use affect the materials it is made from?
- Is it inside or outside? How does that affect the materials over time?
- What is the age of the object?
- Am I trying to tell a story on top of the story of its use?
- Never put tutorials in your portfolio, copying someone elses work step by step is not something that should be shown off
- When working from concept, I would describe how loosely you are planning to stick to said concept, is it verbatim? Scale/Materials/etc, or just inspired by?
- Make sure your portfolio has a focus that shows what kind of job you want. Do you want to make weapons for a realistic IP? Or weapons for a stylized IP? More often then not, a company will not do both.
▐ ▐ ▐ ATTENTION ARTISTS ▐ ▐ ▐
"I was surprised to see that there wasn't much positive feedback as much as improvement feedback which I'm not complaining but curious."
This is a comment I received in response to a review I did, and I wanted to take a moment to address it.
Growth does not come from people patting you on the back and saying "good job". Growth is from people who demand the most out of you. It comes from surrounding yourself with people who have different perspectives than you, and will challenge you to think differently and aspire to become better. Get your self-esteem boost through ArtStation comments if that's what you're looking for.
If all I did was stroke your ego, you wouldn't learn anything. Don't take your art so personal. Keep your artwork at arms length so you can be open minded to criticism, and able to learn something through the process. Quit giving excuses and start taking responsibility. Ownership, accountability, and responsibility are some of the most important words to forge your careers around.