Hey everyone, it's been a while since my last posting. I just completed a few pieces for a class and would like to get some feedback and suggestions before I put a website up.
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also on some of your textures you have a ton of wasted / not used space.
Another thing which I have a bit of a pet peeve against is the fact that you rendered all these pieces out on a white background. Please never do that. Choose a neutral color. White makes it incredibly hard to see your work.
Thanks again
Yeah i gotta second the never on a white background. Black usually isn't good either.
think grays usually can't go wrong there but some will disagree.
Just out of curiosity where do you go to school? I'm thinking AI - San Diego....
As for how I know this was for AI. The projects there are always very similiar and do not change over time. I graduated 2 quarters ago and this was one of the last projects I did. The single room with older Arts and Crafts period type stuff.
It can be seen by a few other fellow polycounters on here as well that are / were AI guys. That is one of the major problems with schools like that is that everyone is doing the same project and while your stuff is pretty solid if 10 people send the same portfolio to the same company by the time an Art Director gets to yours he's gonna be sick of seeing the same things.
So along with this stuff start building up a nice solid portfolio of things NOT from school.
Build high res meshes so you can show that you know how to do stuff for current gen games with normal maps. While these have normal maps I'm pretty sure they were taken from crazybump and/or nvidia photoshop plugin.
and tell Asa I said hello
on a side note i just looked closely at your table and it does have the details in the normal from the wood. It just doesnt seemed poped enough to make a solid difference. try playing with the spec and normal a bit more and see what you get.
good work overall, deff better than most i have seen from that school =P
Just want to add that you have good presentation too, filling up your jpegs with actual stuff instead of dead space.
Jessemoody: Which pieces would you recommend to keep for a portfolio?? I'll work on all of them for practice but I'll like to work harder on some to keep on my portfolio.
Stimpack: I don't really use dodge and burn, just brushes but I'll take a look to see what I can do to make it look more realistic. What would you recommend I do to transfer the detail from the diffuse into the normal?? I know that I can make a mask from the color intensity in zbrush, or would you just work with the nvidia filter or crazybump?? I don't know about glossmaps, could you direct me to where I can get a tutorial or information about it?
Jackablade: You are right about the cage, I didn't even think about it, thanks for pointing that out.
As for the crits, I think the models are great; I do agree with the boys about making your layout a little more attractive..I disagree with Jesse about black not being too good, I think black is fine as long as you do an overlay of something that has a texture to give it more definition...just personal choice. Anyways good stuff man, a better presentation will make this pieces stand out "like a green hat with an orange bill".
for the normal, ummm im not sure what your work flow is for this. I usually do a highpoly in max then a low. i use render to texture to shoot the AO and normal. Then i texture ontop of the AO in photoshop. To transfer the diffuse info into the normal you will duplicate one of your layers be it wood grain, or the parts that are beat up ect ect one at a time onto a new page. easiest way to do that is right click on the layer and say duplicate then select new. once in the new layer do a fill of 50% grey behind the layer and flatten image. make sure its desaturated. then run nvidia plug in. then once again right click the layer and duplicate it into your map where the normal is you rendered from max. once there go to levels and do the drop down box to select just the blue then set it to 128. it should be a funny grey color at this point with random bursts of color. set the layer mode to overlay and wala your done. Do that with each of your diffuse layers so you can conroll the amount of bumpyness each part will give.
as for the gloss, its just like spec. you use black and white. white will make a very tight highlight and black will make a broad highlight. so spec makes it shiny and gloss will determine how tight or broad the highlight of that shinnyness will be. just unwrapp a sphere and do a bright spec for it and for the gloss do half the sphere black half white and you will see the difference.
hope this helps. best of luck homie.
oh and i went to AI SD, tho i try not to admite it that often
I finally had some time to rework these pieces. I redid the unwrap for the birdcage, I'll start retexturing it using the tips I got. Here's the uv layout, suggestions are always welcome.
(I'm a GAD graduate from AI-San Diego as well.)