OK, i officially cant upload any decent images to the main site, they say to keep under 200kb for all shots, thats impossible without losing decent quality, anyone else having to really optimize their images?
looks sweet man! nice job . If I remember correctly though the images should be 800x900, not sure if they'd like other dimensions? correct me if I'm wrong
The thumb on the right hand (the one with the mini energy beam coming out of the palm) looks kinda whack! Like its disjointed or something. It's probably too late now anyway. Great entry though and good luck.
I think I like this pose better than the original one, it kind of gives him that tortured, pissed off look. Other than that, I think this is fantastic. Great work dude!
here's the texture sheet i submitted, spec map is...meh, im still learning all this crazy stuff and i think i could have been more flat on the diffuse, although im custom to always painting in lighting, I'll get used to it sooner or later
and some real-time shots:
unfortunately i couldn't get your custom shader working, unrecognised symbol or something
i know it sounds pathetic to ask, but you've had your share of experience in the industry so your words are valued, but do you think i could get an in-house job on a commercial title? i realise without any shipped titles, im not the most convincing candidate, and that i should also build a steady and diverse portfolio with evidence of game optimizations and such, what would your advise be in trying to get some first experience?
Hmm, what error did you get? Can you email me a screenshot and I'll try to trouble shoot it for you?
As far as working on a commercial title, just produce a few more pieces of this quality and I think you'd make a good candidate for an intro position on a character team. This is definitely industry quality, as good as a lot of the art being put into games, I think you just need a larger portfolio. After looking at your portfolio, I think faces are your biggest weakness right now. Definitely try to work on getting more natural proportions. I think you should also do some diffuse/specular tests. Right now your specular is just a hue shifted version of your diffuse. You should probably take out a lot of the highlights from your diffuse, and have a more even overall application in the specular per material, only slightly exagerating edges and forms with more intense specular. Right now it has a weird feel where you've painted in highlights to the diffuse, and then theya re highlighted even more with the spec map.
I think you're on the right track, just try to work up your weaknesses and add to your portfolio. Being willing to move can also open up a lot of studio doors.
thanks for the tips, im always pushing myself to try new methods and get them right as best as i can, and i realise now that what ive done with the specular map is an obvious and foolish mistake.
i will certainly experiment more with specular mapping and try to cut back on the painted lighting. aswell as brush up on my anatomy
Replies
and if you want to show the images with full qually you can include a link in the entry-info-text to eg. a html side with the 100%-qualy-jpg´s
ok, before i submit my final images, everythings uploaded and what not, here is what im using for my winning pose:
i know it should be my decision, but is everyone cool with this? can anyone point out anything that may need change? etc.
i will submit everything when im convinced, or just tommorow
thanks for the support guys, this has been a really fun project
-caseyjones
also made the render a bit larger
as you may have noticed, i lost the pose so had to try and get that one again, but it still looks nice
I think I like this pose better than the original one, it kind of gives him that tortured, pissed off look. Other than that, I think this is fantastic. Great work dude!
-Dread_Reaper
thanks for the comments, i'll post the texture sheet soon
here's the texture sheet i submitted, spec map is...meh, im still learning all this crazy stuff and i think i could have been more flat on the diffuse, although im custom to always painting in lighting, I'll get used to it sooner or later
and some real-time shots:
unfortunately i couldn't get your custom shader working, unrecognised symbol or something
i know it sounds pathetic to ask, but you've had your share of experience in the industry so your words are valued, but do you think i could get an in-house job on a commercial title? i realise without any shipped titles, im not the most convincing candidate, and that i should also build a steady and diverse portfolio with evidence of game optimizations and such, what would your advise be in trying to get some first experience?
As far as working on a commercial title, just produce a few more pieces of this quality and I think you'd make a good candidate for an intro position on a character team. This is definitely industry quality, as good as a lot of the art being put into games, I think you just need a larger portfolio. After looking at your portfolio, I think faces are your biggest weakness right now. Definitely try to work on getting more natural proportions. I think you should also do some diffuse/specular tests. Right now your specular is just a hue shifted version of your diffuse. You should probably take out a lot of the highlights from your diffuse, and have a more even overall application in the specular per material, only slightly exagerating edges and forms with more intense specular. Right now it has a weird feel where you've painted in highlights to the diffuse, and then theya re highlighted even more with the spec map.
I think you're on the right track, just try to work up your weaknesses and add to your portfolio. Being willing to move can also open up a lot of studio doors.
i will certainly experiment more with specular mapping and try to cut back on the painted lighting. aswell as brush up on my anatomy
ive sent you an email with the error