I've been steadily trying to improve my 3d skills in the last few years to get as close as possible to how professional games look like (and managed to get an internship as a 3d artist in the first half of 2019), though I still feel that most of my attempts are lacking in one way or the other and so I thought I start a thread to get some criticism to find ways to improve, especially as I hope to have lots of things to post in the near future as I want to spend more time working on my main project.
These models here are from an aborted attempt at creating a horror game build around typical horror elements based on my attempt at writing a thesis about creating negative emotions of horror in media. Initially I wanted to make a game as part of it, though I got stuck and failed to create anything resembling a game before the deadline, so now I consider it mostly to be practice for my main project.
This here is supposed to be a humanoid monster with a garbage bag in its head, constantly in a state of suffocation.
Here is the mesh of the retopologized model. I often ended up in situations were I resorted to using triangles.
I made the texture in substance painter and didn't find a way to properly deal with seams, even when using triplanar projection wherever I could.
This here was initially supposed to look like a mutated undead wolf, but ended up looking as a dog after I failed to make it look like a wolf.
Here the retopologized mesh.
This here is an axe and the one model I think ended up the best from those that I made for the failed horror game. Though i still ended up having problems with hiding a seam in the middle of the handle. Not having that seem would result in inefficent use of the texture map space.
This here is an old style French military flashlight similar to the one in Silent Hill Homecoming. I think it turned out mostly alright other than the part around where the light comes out.
An attempt at making a shotgun.
Here a snake. It's lowpoly because it's supposed to be small ingame and crawling on the ground, far away from the camera. I feel rather dissatisfied with it, though at the same time I don't have a clear idea on how to make better snakes.
This was supposed to be a lowpoly spider, but ended up being everything but with 2536 tris. At the same time I didn't find a way to give it the details it needed without having that many.
I'm happy to hear any criticism, suggestions & recommendations about how my 3d models look, the polyflow, my placement of uv-seems, my use of colors and whatever else - absolutely anything that you believe I could do better or where I ended up doing something wrong.