Hopefully the site should be fixed now. Turns out my renewal for my domain name just ended sometime today, but i just renewed it. Bad timing i guess .
JoshuaG - Environment or prop art. The last few uni projects ive had have mostly been focusing on environment, so thats all ive got to show. But now that im done im going to focus on some props.
Very nice, particularly the distopian scene. What I would like to see is a technical breakdown.
Basically, how many textures total are you using, what size textures, how many polygons total and how many on each asset. I would like to see basically how efficient you were with optimization and how smartly are you using textures. Are most things created as though they are individual props or did you maximize your use of trim sheets.
Show me how you thought about performance.
Visually looks great, nice seperation, nice amount of clutter. The simulated cloth needs some work, it actually detracts from the scene and makes it feel less realistic than it would appear otherwise. Tesselation of the cloth might resolve that.
The biggest problem that I can see is that two of your projects are collabs but there is no indication of what have been made by you and what the others have made.
You also forgot to put your signature on some of the pictures on the phone project.
You've got a typo on xNormal in the CV.
Lastly I would also move your name down a bit closer to the phone number and email address as it feels like there is a bit too much white-space there.
I'd move your title ("3D Artist") to its own line on your banner; things feel a bit crowded as they stand. The space between your first and last name seems narrow, for some reason - probably just the font - adding an extra space might look better.
Your e-mail address at the bottom of the banner should be a mail-to link. I'd remove the phone number from the banner and just have it in the contact section and shift the e-mail to the right.
Your portfolio should be a presentation of your final work; in general, you don't want links to blogs in the portfolio; keep them in a separate page.
The banner for the dystopian scene contains a near-obscenity ("Fuch"); cute for class, I suppose, but a bad idea when trying to impress a boss.
The phone's handset's geometry is awkward, and there's nothing holding the bottom of the handset. I'd ditch the depth-of-field on the render for the phone; it only makes the base look fuzzy.
The netting texture in the rooftop scene could use some work, and there's a distinct space between the top and the sides. The chipped plaster areas are too regular and sharp-edged.
You are going in the right direction for your portfolio website, keeping it simple and letting people see your work with ease.
I just have a couple of thinks for your work in the future. Remember to make your environments clear with better lighting. For example your Dystopian, is a bit to dark. With the fog you added and the low lighting, it's difficult to see your environment clearly. I like what the scene is trying to show and I want to see it clearly.
I love that you show your tile-able textures for the Pudding lane scene. You should try to add some texture flats and some Zbrush sculpts so future employers can see that you know how to use Zbrush.
You can probably get rid of the screenshot with the ammo on the ground for your rooftop scene, its the weakest of the scenes.
I think what you have on your site is good. You need to start making some slight improvements to your work, the same as me. You should think about adding a Favicon to your website. I recently finished my website lamarmchaney.tumblr.com. I am still working on stuff to improve but I never go back to my old work, I move on and accept my mistakes to try to improve on the next piece. And would be my suggestion to you.
Replies
JoshuaG - Environment or prop art. The last few uni projects ive had have mostly been focusing on environment, so thats all ive got to show. But now that im done im going to focus on some props.
Basically, how many textures total are you using, what size textures, how many polygons total and how many on each asset. I would like to see basically how efficient you were with optimization and how smartly are you using textures. Are most things created as though they are individual props or did you maximize your use of trim sheets.
Show me how you thought about performance.
Visually looks great, nice seperation, nice amount of clutter. The simulated cloth needs some work, it actually detracts from the scene and makes it feel less realistic than it would appear otherwise. Tesselation of the cloth might resolve that.
You also forgot to put your signature on some of the pictures on the phone project.
You've got a typo on xNormal in the CV.
Lastly I would also move your name down a bit closer to the phone number and email address as it feels like there is a bit too much white-space there.
Other than that I think the portfolio looks good.
Your e-mail address at the bottom of the banner should be a mail-to link. I'd remove the phone number from the banner and just have it in the contact section and shift the e-mail to the right.
Your portfolio should be a presentation of your final work; in general, you don't want links to blogs in the portfolio; keep them in a separate page.
The banner for the dystopian scene contains a near-obscenity ("Fuch"); cute for class, I suppose, but a bad idea when trying to impress a boss.
The phone's handset's geometry is awkward, and there's nothing holding the bottom of the handset. I'd ditch the depth-of-field on the render for the phone; it only makes the base look fuzzy.
The netting texture in the rooftop scene could use some work, and there's a distinct space between the top and the sides. The chipped plaster areas are too regular and sharp-edged.
I just have a couple of thinks for your work in the future. Remember to make your environments clear with better lighting. For example your Dystopian, is a bit to dark. With the fog you added and the low lighting, it's difficult to see your environment clearly. I like what the scene is trying to show and I want to see it clearly.
I love that you show your tile-able textures for the Pudding lane scene. You should try to add some texture flats and some Zbrush sculpts so future employers can see that you know how to use Zbrush.
You can probably get rid of the screenshot with the ammo on the ground for your rooftop scene, its the weakest of the scenes.
I think what you have on your site is good. You need to start making some slight improvements to your work, the same as me. You should think about adding a Favicon to your website. I recently finished my website lamarmchaney.tumblr.com. I am still working on stuff to improve but I never go back to my old work, I move on and accept my mistakes to try to improve on the next piece. And would be my suggestion to you.