Edit: After a year working at The Chinese Room I am now an Environment Artist at Creative Assembly.
Portfolio Link:
hectormateo.co.uk/
Gumroad Link:
gumroad.com/hectormateo
----
Hello Polycount!
My name is Hector Mateo, I’m currently a 3rd Year Student Games Art student at the University of Hertfordshire, UK. In a few months’ time I’ll be graduating and hopefully will obtain a Junior position as an Environment Artist in the videogame industry.
I would appreciate it very much if the lovely community of Polycount could give me some critique on my work. I’m looking for feedback on both my work and my website (usability, how professional it looks, what bits I should remove etc…)
I’m currently a member of
The Maestros team, an upcoming RTS by the University of Southern California (I’m working off-site from London as an Environment Artist). The experience of developing a game has been incredible and I truly hope I can do this professionally as a member of a studio.
Here’s a link to my website:
http://hectormateo.co.uk/
Here are some samples of my work which include samples from my professional work done at The Chinese Room.
Many thanks for taking the time to view my work,
Hector
Replies
The Maestros looks cool reminds me of Warcraft 3 and dawn of war
your work looks great, high quality and really creative.
The only thing that stands out to me is the tires on the Panther, they have no tread...for such a large vehicle I expect large treads
All in all great work for only 3 years. hope my stuff looks as good when this year is up
I totally agree with the tires on the Panther... the normal map isn't really doing much. I'm currently re-doing the tires to see if i can get some tread action going on.
Also if you would like me to have a look at your work just send me an email and i'll gladly give you some feedback.
Thanks for comments, really appreciate them!
Thanks for the offer, I have a few different threads over the last few months critiquing me stuff so I know whats wrong with it, basically quality which is also linked to the technique I use and time I put in. currently working on it all now over this year
* 1 other thing is, you need more angles unless you've done enough work for the 1 render.
I would remove all the texture sheets since there's no point having them as they are in the environment
Again, more angles, closeups etc. 2 to 4 are normally enough depending on the environment size
I could potentially add more angles for the environments but, is it worth it? I mean, i put a lot of effort into finding a good composition and work towards that composition. Adding stuff for the sake of adding stuff doesn't seem appropriate
I don't really agree with removing the texture sheets. A potential employer will want to see if I can unwrap efficiently, and what my textures look like.
Also, i'm looking into making another final piece for my portfolio, but i'm currently stuck with what i should do. Is there anything that my portfolio is lacking that should deffinately be in there?
Thanks!
I don't think you need to have more different angles for your scenes, you're showing all the assets from different angles, so that should be ok. Also the more you can show the better, you're textures look good so definitely keep the texture sheets.
Imo, you should really rework the lighting of your scenes and make it more interesting. It's pretty dark with some random placed orange lights it seems.
Some assets also seem to have a pretty high poly count for what they are, would be worth to optimize your stuff a little bit more.
Keep it up!
Hi BJA! Apologies for the late reply, dissertation has kept me very busy lately.
Thanks for the input on the angles, i'm aware i'm not showing many but I still think it holds
I'm thinking of porting the tower scene to UE4 and play around with the lighting in there. I've received more feedback on it so it's deffinately on the list of things to do.
Thanks for the input!
Your portfolio works I think. Larger images always are awesome.
Keep on pumping out awesome things man! Expecting great work from you
Having said that, the main reason I have hand painted stuff in my Portfolio is because of the Maestros. I joined the team mainly because I wanted to be part of a team and work towards a videogame (it has been awesome so far). The art style for it happened to be Hand painted so I just learnt hand painted hehe.
From a potential employers point of view Id like to think that things such as participating in a game such as Maestros will give me more points to secure that job.
Over the top of my head I think thats the explanation I have as to why I have both types of art style in my portfolio hehe.
Thanks for your comment, much appreciated!
@Ribtibs: Hi Ribtibs. Thanks for pointing that out. I keep everything in organized PSDs so it shouldnt be too hard to go back and tone those highlights down
@Slosh: Thats a very good idea, I had never actually thought of rendering those kind of screenshots, Ill deffinately get those up as soon as I can.
I understand tackling both realistic and stylized is a bit risky. I guess Im doing it so that I dont completely shut off any games company and hopefully remain as employable as possible. As for doing super realistic stuff, Im currently working on something which should cover that a bit more, with some good hard surface modelling. Ill be rendering it in UE4 which means Ill have to learn the whole PBR thing quick (wish I had had the chance to do it earlier ) This leads me to a question I keep asking myself:
When people say realistic, do they mean realistic in terms of texturing/presentation? Or in terms of themes? (or both?). The project I mentioned above is based on some Bioshock Infinte concepts, would that count as realistic?
Speaking of characters, really liked your comicon entry! Thought it was a really cool design
Thank you for your input, much appreciated!
@Atomander: Hi Atomander! Im glad you saw The Maestros at GDC, I wish I could say the same I hope you had the chance to try it aswell, everyone has put a lot of effort into it and hopefully that will show Thanks!
I see what you mean! What i'm working on at the moment should cover that Thanks!
Don't take my word for it though, I'm looking for a job myself
Hi Komaokc, apologies for the late reply. I used the easter holidays to travel about and visit family back home so I missed your comment!
It's not like I do it exclusively to increase my chances of getting hired, but also because i do enjoy both styles. I find that if i've been working on something stylized for a while, switching to realistic refreshes my mind.
Good luck with the job search aswell
Been a bit unactive on the internet front but i've been doing plenty of stuff behind the scenes.
For the past month and so i've been doing a few Art Tests and interviews.
I'm really happy to anounce that i've accepted a position as a Junior Environment Artist at The Chinese Room in the UK. Happy times
Many thanks to the polycount community for the constant motivation and inspiration, every single time I browse here my jaw just drops! Thanks as well to everyone who at some point in the past 2 years has critiqued my work and given me feedback! Many many thanks!
Art tests look really nice too
I'd like to learn some CryEngine before I actually start so that i'm right on track, so i'll probably be doing that for a while.
Again thanks to everyone, it means a lot!
A lot has happened in the past year and I thought it was a good time to update this thread and give some updates. I spent a year working on Everybodys Gone to the Rapture at The Chinese Room and was really happy to see my first title out.
As a change I have now joined the amazing team at Creative Assembly to start working on Halo Wars 2, something which I am really looking forward to.
Ive had a chance to update my portfolio recently. I decided to not code it myself because Im absolutely no good at that and opted for Squarespace instead.
I also updated my folio with some of the work I did for Everybodys Gone to the Rapture which released a month ago on the PS4. Here are a few screenshots of the game but you can find more on my website:
Hectormateo.co.uk
On top of that Ive recently also joined the Gumroad platform. At the present time I only have photo packs which can be used for reference, design, modelling etc. In the future I plan on making some tutorials to share with the community but as of now Im not entirely sure when that will happen.
For the time being here is the link to my page:
Gumroad.com/hectormateo