Hi folks!
After many sleepless months I am pound to show my demo reel to the polycount community. Any suggestions and all feedback is welcomed as this would be my only professional feedback other than what friends have told me.
I would like to thank the people from polycount who helped me with the poses a month or so back.
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Also if anyone knows, what are my chances to get hired by a AAA studio without any prior video game experience?
Thank you
-Alex
www.aleksanderballo.com
Replies
It looks like you did these turnarounds in Marmoset?? If so, turn down the bloom a bit. On the female one especially her skin is practically glowing and bouncing off her nose.
Oh and yeah, it will be very tough to get a job at a AAA game studio. There is a ton of talent out there right now. But if you're work is top notch, they'll hire you. Keep at it, you're off to a good start!
Thnx
The reel itself is good, the presentation is clean, the music is not too energetic but not boring.
On the characters though, they seems to have the same level of detail everywhere, so the eye can't really focus anywhere. Some areas should be a little less detailed to help the eye to focus on the interesting parts of your models.
But again good job man, and congratulations.
on another note i was hopin to get a lil more feedback from you guys
help me out here, 300+ views n only 2 comments? any and all comments are welcome. anything, first thing that comes to mind etc..
thnx in advance
http://img2.timeinc.net/instyle/images/2011/gallery/090111-boots-stacked-1-400.jpg
which are thicker around the arch area for support
Anyway good job and good luck
I'm repeating what quite a few other people already pointed out, but I feel the textures need to be toned down in terms of scratches and busyness.
Specifically you want to strategize where rips, rust, scratches, and cuts would be on your model so that they aren't everywhere. This will help with giving the viewer's eyes a place to rest on your model.
Here's the kind of scratches I mean:
http://images1.wikia.nocookie.net/__cb20111215232215/halo/images/e/e1/Halo2-MasterChiefShotgun-transparent.png
You can see the paint scratched off best on his knee armor, and the armor on his gloves. This will also help when making a Spec map, where you can increase specularity in those areas.
As far as presentation, I'd suggest holding on the construction/info text for a bit longer. Like 6-7 seconds-- give us enough time to glance through it, then we can pause it and take in the text and map details before moving on. Otherwise, that's a good presentation! Good luck on the job hunt!