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Demo Reel Critique

Hello all,

Long time reader, first time posting here.

So, I am nearing my graduation date and was getting critiques from some instructors and classmates and one classmate had suggested that put it up on here and ask for more critiques on my demo reel.

This is my Proxy Demo Reel. It is a work in progress.

Main part I am working on is the turnaround of Owl Capone. I am completely reworking it, reducing it to a 6 second turnaround and including the wire frame.

The wheeled tank "Flywheel" is my personal take on the tank from the NES game "Blaster Master". It is brought into the UDK engine and is drivable.

The clips I chose were chosen to highlight my capabilities from Character modeling, rigging and animation. Environmental modeling, texturing and Lighting. Hard surface modeling, Importing into a Game engine as well as vehicle rigging inside the game engine.

I claim no rights of the music. Music is by Dream Theater (my favorite band).

Any suggestions would be awesome!

https://vimeo.com/50819612

Here is the full UDK Level flythrough:

https://vimeo.com/50260479

For your entertainment, here is the full animation from a piece seen in the Demo Reel:

https://vimeo.com/50260480

Replies

  • BARDLER
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    BARDLER polycounter lvl 12
    I feel like you should focus on one thing instead of trying to do characters, full scale game environments, animation, and gameplay all at once. Your demo reel doesn't really show any ability to do any one of those four things I mentioned above well enough to get a job, even though you might be able to.

    You should try to focus on one of those fields so you can get a portfolio together that has professional quality work and less student looking work.

    Also on a side note it looks like all, or at least a large chuck of your normal maps were all photo sourced. Normal maps should be generated by high poly models, and/or sculpts. Simply running a photo through a normal map filter will not generate good results.

    Good luck.
  • Tobbo
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    Tobbo polycounter lvl 11
    Your spec maps look like they have the same values as well. Which makes everything read as the same material and very plain. Here is something you can read that does a good job of explaining spec maps for the different materials that you are trying to convey.

    http://www.manufato.com/?p=902
  • JoshWilkinson
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    JoshWilkinson polycounter lvl 9
    Tobbo wrote: »

    Nice find, bud! And owl, +1 on the other comments. The art I'm looking at isn't really professional level right now. If I were in your shoes, I'd try doing something like a a retro radio or a walkie talkie; something small that really allows me to get a good high and low poly mesh out of, and then spend some good time texturing. That way I can get a better grasp on the workflow and start churning out stuff in no time.

    Good luck to ya
  • carlobarley
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    carlobarley polycounter lvl 9
    http://www.gdcvault.com/play/1014812/Killer-Portfolio-or-Portfolio-Killer

    this is a good way to self-review your reel!

    also check the toprow thread here and other art forums that's a pretty good way how you measure up to other artists. good luck!
  • Mr. Owl
    Awesome! Thanks for the critiques thus far. Really nice to get others' opinions.
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