For modelers portfolio, 99.9999% of studios big and small will want to see clean quad topology throughout your model, they will always demand to see your final render AND wireframe pre sub d and after sub d applied. Ask ANY modeler who is actually working in the real world.
Also showing the wireframe of the models with clean all quad topology helps a lot, regardless if the model will only have rigid body animation. This is not needed for concept art, but for film/game ready assets it's pretty important
nice vid. money profit are results. artists who don’t know their “why?” will be hard pressed to a acquire clients and forge long-term pro relationships.
@@PonteRyuurui topology needs to be useable for most cases in terms of games baking high poly yes doesnt matter if it bakes, vfx or any modeling role you need clean topo, good uvs, udims
I have one doubt when it comes your teaching everything was so good but when it comes texturing u are using the same texture with no colours .means every video u upload ur using the same dynamic material no matters which I scroll . Any particular video
Hi Ponte, what are your thoughts on having multiple income flow from 3d art, I already have a nice stable job in the games industry but sometimes i wish i could have a passive income on the side also related to 3d art where i could do my own thing on my own terms. Basically build something for myself. Any ideas or things i could venture myself into?
There is no such thing as passive income, whatever you do you ll have to run it, unless you invest in stocks or real estate and hire someone to manage it for you. If you can do something on the side, then I'd definitely do it.
I am not of fan of this new editing josh and you have been doing recently. I miss your old stuff it was more down to earth than this fast clickbaity shallow stuff. Just my two cents, still a fan of you overall Ryuufui
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For modelers portfolio, 99.9999% of studios big and small will want to see clean quad topology throughout your model, they will always demand to see your final render AND wireframe pre sub d and after sub d applied. Ask ANY modeler who is actually working in the real world.
Also showing the wireframe of the models with clean all quad topology helps a lot, regardless if the model will only have rigid body animation. This is not needed for concept art, but for film/game ready assets it's pretty important
4:59 I love that you showed Max Hay's art. I really like his style and tutorials.
kid is good
This is a seriously useful and helpful video for anyone in 3D.. absolutely the 3 things we need to focus on!!!
nice vid. money profit are results. artists who don’t know their “why?” will be hard pressed to a acquire clients and forge long-term pro relationships.
Number 1 is clean wireframes imo for any company unless you're just concepting
bs, you ve no idea what you re talking about, you need mesh thats gets a job done and follows its purpose
@@PonteRyuurui topology needs to be useable for most cases in terms of games baking high poly yes doesnt matter if it bakes, vfx or any modeling role you need clean topo, good uvs, udims
First class coaching as per usual. Cheers Ryu. :)
Thanks a lot!
4:20 What if the model doesn't have a base to stand alone ? Like a sword for example. Should I just put it on the ground ?
yeah, look at my gun renders on artstation
sensei at it again!
No chance where's the sub d topo on this channel with perfect quads? elementza, arrimus 3d and andrew hodgson on mars 3d and many more
Man your voice is deep, love your videos btw
cheers mate
Hey, I'm wondering about your analytics because I'm curious about the 3D industries glabalspan. Which countries are your videos most popular in?
I have one doubt when it comes your teaching everything was so good but when it comes texturing u are using the same texture with no colours .means every video u upload ur using the same dynamic material no matters which I scroll . Any particular video
Some would call this clear branding!
@@vizionthing means what
Hi Ponte, what are your thoughts on having multiple income flow from 3d art, I already have a nice stable job in the games industry but sometimes i wish i could have a passive income on the side also related to 3d art where i could do my own thing on my own terms. Basically build something for myself. Any ideas or things i could venture myself into?
There is no such thing as passive income, whatever you do you ll have to run it, unless you invest in stocks or real estate and hire someone to manage it for you. If you can do something on the side, then I'd definitely do it.
Seu portfólio determina o publico. Muito bom ! 🔥
I am not of fan of this new editing josh and you have been doing recently. I miss your old stuff it was more down to earth than this fast clickbaity shallow stuff. Just my two cents, still a fan of you overall Ryuufui
The video is about how to make good renders for portfolio not how to get paid plz change the title
Don't be daft; thinking for once in your life might actually benefit you