sorry about the cross post's guys but here is what i feel to be the best pieces from my final year at university of hertfordshire I've now finished and graduated and I'm currently looking for work in the games industry.
any crit on my presentation is welcome
Firstly, I would decide what you want to do: characters or props/env art. They are two very different schools of 3D and I think you should focus on one. I understand that uni forces you to do different stuff, but you should probably find an area you prefer.
Your characters look a little plasticy. I can't really put my finger on why, as I'm not a character artist, but I think the skin texturing is letting it down. Also, some of your folds in the clothing seem a bit too harsh.
thanks pogo ill probably remove the blunderbuss if its a big problem i just wanted one piece to show i could do props if i had to
ive had so much mixed crit over the past year its been very hard to pick whats right to be honest but the trousers on the mod have definite room for improvement but he should be on a bike and moving at speed had to sculpt them as static pieces for our film so i have to take movement into account which was very tricky to do
presentation is nice but you have a number of anatomy and facial feature issues that are quite major and noticeable, it might be harsh to say but on your next model make sure your
anatomy and facial structure is 100% correct before moving on to clothes.
i say keep the gun, it looks good and its nice to show you can do props for characters, atleast imo
oh it might be worth adding the map size to your images, especially as map size is alot more
important than tricount these days
i will most defiantly pay a lot more attention next time. during the time i had to do these i had a million other projects going on, as a result i spread my self to finely and created work that isn't my 100% best but i can always do better and will
my next piece should be a lot better as i will have complete focus on it and have the time to take all crit into account. i think i will keep the gun in I'm happy with the result thanks for taking the time to comment paintforge. appreciated
If you want to show props in your portfolio but focus on characters why not add those into the context of your characters? Like you mention the mod guy should be on a bike... so where is that bike? Right now he's just sort of floating/jumping and shouting. Same thing with the rocker character. Adding in something that those characters are interacting with would explain the extreme poses and let you show off the ability to do props or environment work.
The models are sort of hard to read against the background. The english bobby for example, it's very difficult to read his silhouette with the drop shadow and then dark background it just sort of blends together. Maybe a lighter background? or just something that contrasts better with the models so the silhouettes are easier to read.
There are also some visible seams like the back center of the mexican federale looks like a lighting error? The back of the mod's head has a seam. The mod's hands look like they're lit wrong, could the green channel be inverted?
wow its been a while since ive posted here, but rest asured i have been working
here is a sum of my efforts over the past few months.
i have other work but i can not show it due to the contract with the company but i shall upload all of it as soon as they let me
here is a sword i made for the Gold Coast Chronicles team
i also made a cross bow from a concept provided for the GCC team but there were some very hefty alterations to the bow so i wont bother uploading the concept unless someone requests it
i have also been making the skaven doomwheel some of you may have spotted it on the WAYWO thread but probably not :P
anyway here it is
its 28k polys with a lot to cut out still, i still have to make lods for it and at the moment it has 3 texture flats one 2 1k maps and a 512 for the pilot and i will upload them at a later date as internet is hard to come by at the moment
haha thanks very much ravanna, its partly down to the fact that i left university thinking i would fall niceley into a paid position then reality smacked me in the face and ive pretty much done nothing but work on art since leaving hoping ill get a job at somepoint but if anything the situation has made me more focused on getting to my goal.
also the old work is done on a dual core 1.8 with 4 GB of ram and a 512 GPU
and now i have my fancy new rig so the quality i want is now achieveable i still have a lot to learn, but i think im leaning towards hardsurface work now, i think ill stick with props and environments especially after seeing all of this years characters on WAYWO. that is some intimidating shit :P
its partly down to the fact that i left university thinking i would fall niceley into a paid position then reality smacked me in the face and ive pretty much done nothing but work on art since leaving hoping ill get a job at somepoint but if anything the situation has made me more focused on getting to my goal.
:P
Reality check really hurts when its hits your face at mach 3. I know that feel, graduated almost 2 years ago. When the economy was hit, the bar was moved so high for entry positions, that almost no graduates get a break now.
Working on art constantly is required, but don't dismiss the chance to work for a small company/mobile company, the experience is invaluable.
And bare in mind, the bar is much higher for character artists in the UK industry. If you're still in a position to focus on either, being a prop/env artist will get you hired faster.
aye it sucked, but fuck it if i go through everything i have so far and then give up when something bad happens i might has well have not bothered in the first place.
yer my choice to follow the character artist route didnt do me any favours.
the jobs i was applying for where junior positions and i had lots of confidence so i thought id be fine...then i started looking at other applicants portfolios, and was like....shit.
so i tried to up my game with the roller derby girl but soon realised i had to get somewhere within the year so i changed to assets and vehicles (and mabye environments at somepoint soon). its done me a lot of good switching, who knows i may revisit characters later down the line when im a bit more stable in the industry.
and the xbow in the cry engiene as soon as i have internet acsess again and i can get back in cry engiene it will be playable and have a much better shader on it at the moment its just rough value changes and basic maps with the default cry engiene lighting
little update since yesterday
im aware some of the scale and thickness of certain objects is a bit off, im in the process of fixing them
but here is where im at at the moment
cheers Chris I'm chugging away on it pretty smoothly at the moment tried out a bunch of modeling tricks I've been learning after I finished the doomwheel. should have some more updates soon
Am i wrong, or did the wood get the metal noise too ?
You should mask some parts out to get more variations
Looking very good - nice progress...
Wating for fine details and scratches
ive not put any noise on it, its the 3ds max view port "realistic" shader
because realism means noise in 3dsmax land :P
but i get what you mean ill start putting some different coulring on certain parts to help it read a bit better.
thanks very much
ive still got a fair few parts to make but as soon as they are all done its straight into zbrush.
haha thanks guys for the kind words really made my day. yer fella it is a skaven doomeheel I'll make it a bit clearer when I get a new portfolio together
anyway here is today's update
hah thanks very much omega. yer matey it's from the gcc project and I know vin very well he's a sound guy .cree is awesome to but I havnt heard from cree in a while. how do you know them fella
Replies
Your characters look a little plasticy. I can't really put my finger on why, as I'm not a character artist, but I think the skin texturing is letting it down. Also, some of your folds in the clothing seem a bit too harsh.
ive had so much mixed crit over the past year its been very hard to pick whats right to be honest but the trousers on the mod have definite room for improvement but he should be on a bike and moving at speed had to sculpt them as static pieces for our film so i have to take movement into account which was very tricky to do
thanks for replying
anatomy and facial structure is 100% correct before moving on to clothes.
i say keep the gun, it looks good and its nice to show you can do props for characters, atleast imo
oh it might be worth adding the map size to your images, especially as map size is alot more
important than tricount these days
my next piece should be a lot better as i will have complete focus on it and have the time to take all crit into account. i think i will keep the gun in I'm happy with the result thanks for taking the time to comment paintforge. appreciated
The models are sort of hard to read against the background. The english bobby for example, it's very difficult to read his silhouette with the drop shadow and then dark background it just sort of blends together. Maybe a lighter background? or just something that contrasts better with the models so the silhouettes are easier to read.
There are also some visible seams like the back center of the mexican federale looks like a lighting error? The back of the mod's head has a seam. The mod's hands look like they're lit wrong, could the green channel be inverted?
[ame="http://www.youtube.com/watch?v=DbgRFEegXjI&feature=player_detailpage"]http://www.youtube.com/watch?v=DbgRFEegXjI&feature=player_detailpage[/ame]
wip from my other thread
http://www.polycount.com/forum/showthread.php?p=1668036#post1668036
here is a sum of my efforts over the past few months.
i have other work but i can not show it due to the contract with the company but i shall upload all of it as soon as they let me
here is a sword i made for the Gold Coast Chronicles team
here is the crossbow
anyway here it is
its 28k polys with a lot to cut out still, i still have to make lods for it and at the moment it has 3 texture flats one 2 1k maps and a 512 for the pilot and i will upload them at a later date as internet is hard to come by at the moment
cheers
Still not sure what you're going for, characters or props, both are nice tbh
also the old work is done on a dual core 1.8 with 4 GB of ram and a 512 GPU
and now i have my fancy new rig so the quality i want is now achieveable i still have a lot to learn, but i think im leaning towards hardsurface work now, i think ill stick with props and environments especially after seeing all of this years characters on WAYWO. that is some intimidating shit :P
absolutley love the tesla
Reality check really hurts when its hits your face at mach 3. I know that feel, graduated almost 2 years ago. When the economy was hit, the bar was moved so high for entry positions, that almost no graduates get a break now.
Working on art constantly is required, but don't dismiss the chance to work for a small company/mobile company, the experience is invaluable.
And bare in mind, the bar is much higher for character artists in the UK industry. If you're still in a position to focus on either, being a prop/env artist will get you hired faster.
All the best.
yer my choice to follow the character artist route didnt do me any favours.
the jobs i was applying for where junior positions and i had lots of confidence so i thought id be fine...then i started looking at other applicants portfolios, and was like....shit.
so i tried to up my game with the roller derby girl but soon realised i had to get somewhere within the year so i changed to assets and vehicles (and mabye environments at somepoint soon). its done me a lot of good switching, who knows i may revisit characters later down the line when im a bit more stable in the industry.
thanks very much fella, same back at you.
im aware some of the scale and thickness of certain objects is a bit off, im in the process of fixing them
but here is where im at at the moment
You should mask some parts out to get more variations
Looking very good - nice progress...
Wating for fine details and scratches
because realism means noise in 3dsmax land :P
but i get what you mean ill start putting some different coulring on certain parts to help it read a bit better.
thanks very much
ive still got a fair few parts to make but as soon as they are all done its straight into zbrush.
Sp3nce
dude, love this thing!
that thank is awesome aswell!
is the first one also from warhammer? a Skaven thing?
nice work!
anyway here is today's update
some of the decorations are sculpted but most of it is good old max
I'm sculpting the damage pass as we speak
the low res mesh is sitting at about 21k at the moment with 2 1k texture maps