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Fritzell
polycounter lvl 12
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Fritzell polycounter lvl 12
Yo guys,
Here is some of my work that I currently have on my portfolio: http://felixfritzell.com/
I should've posted these before finishing them, but didn't get about it.
Figured I would put them up anyway, and any feedback would still be great for future projects:) and I'll keep posting new stuff here aswell.
Screenshot_01.png
Screenshot_03.png
Screenshot_04.png
Screenshot_02.png

Aand the characters:
screenshot002.png
Detailshots2.png
Detailshots3.png
Character_textures.png
character_concept.png

Replies

  • BagelHero
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    BagelHero interpolator
    Uh, wow. Honestly not much to say here, I love this a lot.

    If I push for comments to make, some of the material definition looks a tad toy-like, not quite there. But I can still identify the material, so there's that. How much did you know of PBR stuff before going into UE4?

    I love the presentation, of the scene with the characters in it and the characters themselves, your concepts are lovely. The only thing I could say here is the environment asset sheet should probably be labelled as that, I mistook it for UVs and was like "wow that layout" for a second, lol.

    Looking forward to seeing more from you though, these are super cool. Do you, uh, have an Artstation or anything? Oh, and your Linkedin link is going to the wrong area for employers, gives a "you don't know this person yet" page. If I search for you I can find you, but you can't trust future employers to do that. Try to find the public link, instead.
  • harricool
    good job...could have taken more effort on character's face. eyes are really off. Could have used alpha planes for eye lashes. The bald guy looks odd with textures. Keep practicing on Characters. . Great going..
  • BARDLER
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    BARDLER polycounter lvl 12
    I really like the scene you set up, it does a really good job of telling a story, and making the characters feel real. My only crit would be the material definition could be pushed further, the metal is a bit flat, and the cloth materials all kind of read the same. What are you rending this in?
  • Fritzell
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    Fritzell polycounter lvl 12
    BagelHero:
    Thanks a lot! Yeah you're definitely right about materials. I didn't know pretty much anything about PBR when I started (and still learning) and this is my second environment and first project in unreal so I kind of learned on the go.
    Oh yeah! haha, will add that about the asset sheets.
    No, no Artstation yet..:P
    And I will look into the Linkedin stuff. Thought the profile should be public? Anyway, thanks a lot for taking the time and pointing it out!

    Harricool:
    Yeah I get you. Should do more studies. Thanks a lot!

    Bardler:
    Thanks! That was sort of my goal:) Since I only have that scene and the characters I wanted to make the most of it. Yeah, materials could've been better. I found it especially hard to "define" the materials in the scene. Since it's quite dark, I had to exaggerate the rougness to get any results at all. So I guess the lighting really matters. It's UE4 for the scene and Toolbag 2 for the characters.
    Thanks!
  • BARDLER
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    BARDLER polycounter lvl 12
    I think the main problem you are having is that UE4 uses a metalness workflow, and not a traditional colored spec workflow. So that spec map isn't doing what you think its doing compared to something like Marmoset TB 2. It wouldn't take long to convert them over as long as you have a clean PSD file, might be worth to at least test out some of the materials to see the difference.
  • Fritzell
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    Fritzell polycounter lvl 12
    Ok so here are some pictures from my current project. A scientist is on the run and has set up a workplace in a maintenance tunnel. Let me know what you think:)
    Still a lot of smaller props to be done, and the screens is just place holders at the moment.
    wip1_2014_11_25.PNG
    wip2_2014_11_25.PNG
  • Fritzell
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    Fritzell polycounter lvl 12
    Been a while since I updated this so here we go. Added a bunch of stuff and worked some on the color scheme but still not entirely sure about that. Let me know what you think and what I should improve: )
    wip1_2014_12_15.PNG
    wip2_2014_12_15.PNG
    wip3_2014_12_15.PNG
  • TomGT
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    TomGT polycounter
    Whoa, amazing renders! How'd you do the textures? Is this done in UE4?

    Your strongest shot is obviously your first render, beautiful. Showcases your work really, really, well.



    Your third render lacks the same oomph though. Just at the top of my head the hanging cloth(?) feels odd being there covering the light.

    Also your sunlight in this shot seems more white than your first render. I think if you adjust it to be more yellow/orange like your first pic it'll give that nice contrast to the environment.

    That said I'm already playing devil's advocate here, those renders are marvelous regardless!
  • Fritzell
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    Fritzell polycounter lvl 12
    Thanks man! Yeah it's UE4. I've used Ddo for most things, although I'm still more comfortable to create a base with it and then finishing up "by hand".
    You're definitely right about the last render. I haven't given that area as much love, but I will get there: ) Currently I've more or less just put some stuff there to figure out the composition.

    So here are some updates with new lighting and fixed colors. Also added stuff like boots, t-shirts, more cables and another crate for some variation.
    highres1_2014-12-17.png
    highres2_2014-12-17.png
    highres3_2014-12-17.png
  • BagelHero
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    BagelHero interpolator
    Looks solid, love the composition you've got and it's impressive that it's kept so well even as you've added so many assets (good job on filling the scene believably, btw). Keep up the great work!
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