Hello all I am a level designer currently enrolled in college. I just started working on my portfolio. But my first level piece is done. And here it is. I will post the works in progress picture
I'd personally start using an engine and assembling your levels in there. Get to know the engine and such. Marmoset isn't the best choice for that. haha
Yeah I would recommend working in UDK or Cry Engine and getting to know them. Marmoset is awesome, but its more for artists to show off their work rather than building a complete environment in it.
Same as above.
Modeling/texturing and composition looks good. But in the scene, you'r missing AO and everything seems abit dark, so cant enjoy the details.
Lil more work and you'll love what you have.
Also just thought I would point out (before I know from person experience) do you want to be a level designer or environment artist? Because the two are quite different. You piece above is leaning more towards an environment art portfolio piece than level design.
You should tweak your normal an specular maps. The normal map looks to bumpy, especially on the wall, tiles on the floor in front of the door and the wood. Specularity and Glossiness seems overall to equal, give the individual materials more contrast and seperate the general scene into its materials.
Further more you could place some decals like leaking and the likes. And yes, the scene seems to missing Ambient Occlusion which is obligatory for environment.
Keep on tuning the scene, I wish would've had such a scene in my portfolio back in the days.
Hey thanks for all the feedback. I originally had it in UDK but I couldn't get the lighting to work like I wanted to. I tried some double sided shader things and wasn't really working. Maybe some tips on how to do this scene. Because its underground scene it does prove challenging for lighting. Any input wouldbe greatly appreciated on that topic. @ Mat effect good point I believed this was mistitled thank you for pointing that out. @mkZ3R0 When i was tweaking the maps I felt I ws loosing depth on the wall maybe going into another rendering engine will help that stand up better?
Don't ever put WIP work on your folio. If you want to show off your work process, create a LDD or a variation of one that is more like an article and document the process of creating a whole level as well as your thoughts.
Currently you also really seem to do more Environment Art instead of Level Design.
Marmoset is still not a good choice to show off work as a Level Designer. Pick up CE3, UE4 or Unity and build small and big scenes with those.
Also check out mapcore.org and worldofleveldesign.com because that's really more focused on LD then polycount is
Level Design is more about scripting and gameplay nowadays. You don't get to make levels look beautiful. At least not in big studios. If you did the models, textures and lighting you should consider yourself an environment artist.
If however level design is indeed what you're aiming for then you need to put complete playable levels on your portfolio to show you got what it takes to finish something and demonstrate your proficiency in scripting and designing interesting gameplay.
Thanks for the info. Yea I mistyped when I originally made the thread. I also agreed with putting this in an engine but that will have to wait for now.
Replies
Modeling/texturing and composition looks good. But in the scene, you'r missing AO and everything seems abit dark, so cant enjoy the details.
Lil more work and you'll love what you have.
Further more you could place some decals like leaking and the likes. And yes, the scene seems to missing Ambient Occlusion which is obligatory for environment.
Keep on tuning the scene, I wish would've had such a scene in my portfolio back in the days.
[URL="javascript:;"]javascript:;[/URL]
Currently you also really seem to do more Environment Art instead of Level Design.
Marmoset is still not a good choice to show off work as a Level Designer. Pick up CE3, UE4 or Unity and build small and big scenes with those.
Also check out mapcore.org and worldofleveldesign.com because that's really more focused on LD then polycount is
If however level design is indeed what you're aiming for then you need to put complete playable levels on your portfolio to show you got what it takes to finish something and demonstrate your proficiency in scripting and designing interesting gameplay.