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Portfolio: Graduate Artist looking for feedback

Ive recently finished uni, and now hunting for a job. Any feedback would be awesome.

www.mattfloyd3d.com


thanks, matt

Replies

  • artquest
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    artquest polycounter lvl 14
    lighting! It's actually kind of hard to see whats going on with most of your assets because the lighting is dark or just flat. Spend a bit of time polishing your lighting for the final renders on your site.

    The images on your SS eternity page showing off your props are really small! That radio is by far the most interesting prop on the page so try to really play it up.

    Lastly, material definition. All of your assets are lacking material definition, which I think could really make your work pop more if it had it. Get some gloss maps in there. The mad max truck has a little of this but the wheels look too glossy to be on a truck that beat up looking.

    Materials suggestion paintover of the cool robot dude:
    materials!.png

    I wasn't sure if you were going for a diffuse only look with the robot or not. If you are then you really gotta sell the materials in the hand painted texture instead of with gloss and spec maps. But be sure to not let your potential employer wonder which one you were going for!

    The hobbit scene is your weakest link imo. You may be able to save it with some nice lighting but it may also require texture tweaks. In the meantime I might suggest taking it down.
  • LMP
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    LMP polycounter lvl 13
    Some crits.

    On Bagend.
    I would rework the lighting, at the moment, there's too much saturation and contrast it's difficult to see details.
  • matty_floyd
    Thanks guys! Awesome feedback, genna rework the bag end scene as it seems like that's my weakest part. Genna rework the light and stuff for the rest of my assets aswell.


    Thanks again
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