Hello Polycount!
So I just finished putting together my student demo reel after spending the last year learning in Vancouver. Six of those months were dedicated to building this demo reel.
My first scene is an Egyptian meets Tomb Kings meets Indiana Jones temple set in the early 1930's.
The final scene was a quick 3 week project where I decided I wanted to do something underwater. After discussing it with my mentor, we decided to do a Uboat. I am not 100% sure about my triangle counts to be honest. Do you guys/gals think they could/should go lower? Are the wire frames that I show good? What do you think is my worst thing?
I am looking forward to your critiques! Rip this apart!

-Shawn
[ame]www.youtube.com/watch?v=7VVVc1-Pa9c[/ame]
Replies
Keep on going
edit:
Any crisp screenshots of the Indiana Jones environment?
I would like to see some high res composed screens as well. Fly-threws are nice, but I like screens better personally.
Thanks! I will post some still shots here in a few minutes!
Lighting and atmosphere look great on the desert temple scene!
Only critic I would have is that the sands texture in the exterior shots don't color match, the larger one seems greenish.
For the exterior of the temple I would suggest lightening up the stones that are carved just a tad to help them pop from the cliff walls. You still want them to look like there from the same stone, but generally when you look at Egyptian stone it appears slightly lighter once it has been carved and the exterior of the rock has been removed which has been battered on by the elements for so long. Again not a lot, but a little will help make things pop and separate a bit more.
Here is an example. Its clear its the same as the rocks its carved from but its slightly lighter giving it some nice separation.
Also for the exterior it can be a bit noisy and cluttered. You have props from trucks, boxes, barrels and stones from the temple evenly scattered about the scene. Try grouping things up and using the sand to give more areas for the eyes to rest. You dont need to fill every inch of a scene with detail, you want to have some big spaces of nothing so things dont look like a noisy mess.
That being said its a great environment
The only thing that stood out to me was the water distortion on the sunken boat. It's a nice effect initially, but a bit annoying when I want to focus on the boat. Perhaps lessen it over time or something?
@Mospheric: Yeah I was waiting for someone to mention the annoying water "wavyness". I wish I had some way of controlling it however with the free version of Cryengine 3, there doesn't appear to be a way of changing any of its settings. There may be a way of removing it but if there is, I am not sure of how.
The Entrance section (Canyon + First room with statues) Was two and a half months.
The Inner section with all the scafolding/gold was two months (I did this first)
The Uboat was two weeks. This includes any sculpting, texturing and particle work.
The thing that took me the longest to do overall was changes to objects because I was not looking at reference close enough. When I first made the canyons, they looked very "western" because my reference wasn't specific enough.
That is a huge amount of work and it rocks, keep it up!
I studied at Think Tank Training Center. It is a one year program that is 100% focused on 3D. I would recommend it for anyone who is very serious about getting into film/game industry and is willing to spend 12 plus hours a day there. Out of all my friends who have gone there/are currently at school, the ones who spend 6 days a week and 9am to 12 pm everyday are the ones who really benefit from it.
also do u work with any specific tod settings?
well done
One tiny thing if you don't mind: The piles of gold-coins look very smooth and don't work so well in my opinion. I only saw that it were coin piles when the camera got very close.
But anyway. You did a magnificent job there. Awesome!
Cool, your hard work really shows. I was curious cause I'm at Vancouver Film School right now. Justin Holt is one of the Mentors at Think Tank no?
Yeah Justin was for the last Semester. He was mentoring three students who were are going into texturing for film. I don't think he will be there next semester because no one in the class behind me is going into texturing. We have a couple mentors who are global who see everyone and individual mentors who only work with us on a 1 to 1 basis depending on the specialization.
Mine was Kevin Meek, Environment lead at Piranha games.