As the portfolio update and job search continues, I have a new reel aimed at dx11 and next gen systems. My website is still being updated. I created these environments, concept, assembled, lit, animated...etc. Some assets like occasional pipes, wall supports, and or tiles were created by colleagues. I hope you guys like it
Would love to hear input on it.
Click here to play the video
Sample images from the Reel
Replies
The lighting and the materials are really good, love them. One question though, is all the lighting real-time or is it baked?
Dave - Thanks man, I appreciate it. You know how it goes, you are never satisfied with your own work so I just see all the errors and the stuff to fix for the next pieces while constantly hating my work These shots are all things I worked on as I was rolling off of Lost Planet 3, so it's not really tied to any project at all but more for exercises and learning new tech. I'll post my lost planet reel at the end of the month when the game gets released. The environment team killed it on that game!
Riot - It's a combo of both baked and dynamics. Honestly with a little bit of elbow grease on optimizing, these scenes can run at 30fps on the comparable system cards of the new consoles. But as it stands, its just for showcase purposes
Just curious, what engine are you rendering these in? Looks like CE3 to me, but the sci-fi scene looks so much like the UE4 demos it hurts my head.
I like the the first scenes setup, the shaders really break up the modularity (or at least keep you captivated by all the lights and shiny moving parts)
Hah! Yeah, I'm definitely familiar with that process of doubting/hating my work. Well, it appears to be time well-used. Good luck, man!
Please upload this to Youtube or Vimeo IMMEDIATELY. This was AWESOME.
Because I always tend to loose bookmarks, and it would probably better then taking screenshots from the movieclip, but if you can't/don't have time for it, no problem.
And a breakdown of the scene would be truly amazing, but I know that is asking for a lot, just throwing it out there in case you got really bored and looking for something to do ^^
Why you limiting yourself by doing a video instead of neat shots ?
The video is loading very slow here - love to see some images, and breakdowns
Good luck with your job hunt!
Alphavader - thx for the compliments , I have to disagree that vid is limiting though...it's almost the opposite. It's easier to get a feel for what a player is going to experience with a video, than with a still. Not too mention that you don't get an understanding for the specular play on the materials. Plus light and shadow stenciling across the scene and just overall visual frequency balance of object to detail ratio. The list can go on but it might just be my opinion . End of the day whatever gets you the job is the best solution.
I second the scene breakdown request as well.
Id love to see a breakdown if you get the time to!
Btw that watersplash puddle from the dripping deserves more attention in the video, dat shader!
Also, i love the song, really fits!
What engine is this ?
I THIRD THE BREAKDOWN
Spitfire - Good call on the crit...your work is awesome, btw.
Was this rendered or in game engine? Confused haha
As others have said, your natural environments really suffer next to your sci-fi interiors. This is unfortunate, because your outdoor scenes on their own aren't even remotely bad. You've just nailed the material shaders for sci-fi environments.
Incredibly impressed. I hope to one day reach this skill level, but it's a long way off.
Unreal Engine 3 or 4? I'd be utterly shocked if it's UDK/UE3. :eek:
But I agree that the outside field scene is... "sub par"? You see the first two scenes and "the eyes just sparkle with ecstasy", but then droop when you get to the outside scene. I would either spruce it up a bit, or just remove it. The lighting, layout, nor models are bad its just I dunno... Just doesn't do anything other then bring you down you know? I wish I could be further help to you.
What's the song by the way ? Love it too.
UDK is quite capable of doing that. Aside from some crashs with DX11, the inability to do dynamic lighting on a large scale, UDK has no particular limitations, the polycount can go in the million tris, you can write custom shaders and post processing, use very high res textures etc.
render to camera and specular?
Some postprocess and then a material?
Very nice video, keep up the good work!
PS. If this is what we "will" be seeing in upcoming games the next couple of years. *Tears of joy*