Hello Polycounters!
I'm Darryl Brownstone, aspiring game artist with a focus in Environments and props! I have been floating around polycount for quite some time now and I think it is about time to make an official greeting!
About me:
Over the past six months or so, I have set myself on a total crash course. I've been absorbing as much information as I possibly can including all the things involved with game art and workflows. I can not say I am completely 100% self taught, given that I have learned a great deal from folks like Xoliul and his work on Eat3D, the talent from 3D Motive and not to mention, all of the wonderful work from all of you polycounters!
Samples
I have some samples of some of my work (not much as of yet) on my
portfolio site. all of which are in need of critique along with the site itself. I would much appreciated and encourage the most bluntest of comments!
Thank you all!


Replies
Also too, I need a couple of thoughts on the portfolio site if anyone minds.
I think your reliance on those grunge overlays to define your textures makes your work fall flat.
You need to manually give the wear and tear purpose, give each area a story and your textures will start to shine.
On top of that, the scene you have created, is uninteresting in itself. There really isn't much of a visual hook and you lose alot of value from that.
I would find a great piece of concept art that is achievable, and choose to focus that. Focus on giving each texture it's story and placing details by hand, rather then en masse.
I checked out your portfolio and I think you should have bigger and some more pictures who show throughout the whole scene!
Will post more soon!
Been tweaking some lighting as well as toning down some of the grunge overlays within the textures, I also re-arranged some of the bricks to get rid of the "tetris" effect.
I'll get some other screens soon :-)
It all depends the mood you want. If you want a more detailed and thought out crit PM me.
keep it up.
Sent a PM :-)
Obviously it's a bit too much for an interior corridor, but I think you'll get the necessity of having quite a lot of variation in your bricks.
About the scale, the most shocking thing are the metal girders, they are 1.5 to 2 times too big at the moment.
Keep going !