My Reel is just a mock demo reel as this quarter I will be finishing that aspect and adding my final projects and various other items to the website.
I'd like feedback on anything anyone would like to comment about. Thanks in advance.
http://www.rjhalvorson.com
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Good luck with your portfolio
My final project for my senior year is hopefully going to be a finished unreal level. I totally agree but at the time that was all I knew. I will be adding some 2D and my final stuff before I graduate. Thanks for the feedback.
Really? Because I used xnormal. All jokes aside, I generate my normal maps by overlaying two different maps and normalizing them.
The first layer is generally a generic detail layer. This is either hand painted bolts, crevices, ect. Things that you can't accurately pick up with just a filter pass. I either hand paint it or capture it from a slightly higher detail model.
The 2nd layer I overlay is generally a filter pass of the detail. The settings are much lower so that when I normalize the maps, there aren't any issues with the scale of the detail.
Some of my older stuff isn't as correct as my more modern normal maps, but fortunately when you are learning something for the first time you can only get better.
Was there a specific map in general you felt this way about?
This was a concern of mine and I'll definitely appreciate the feedback.
I also agree with presenting the assets in a game engine. show employers you know how to use the game engine and show your work off in it as well, ya ha! I sure hope they're using Unreal 3 Engine there now.
you already have a headstart for graduation, don't let up!
and listen to the people here at polycount - they know lots!
Thanks for elaborating ninja. I appreciate the feedback. I will look into replacing those pieces as suggested above and by you with pieces that put the normal maps to good use.
Also, some of your textures seem like a texture fill. Like your table in the first scene, and your safe. It's one solid texture through the whole thing, with nothing to differentiate the corners, or the differences in the construction of the item.
edit: ohh and another thing, you can post one of your scenes or props here for critiques (include wires, textures, any hihpoly) and I'm sure you'll get lots of useful suggestions and help
Some small things though:
"Reference by of David Herreman " written at the bottom of your first page. Fix that typo up.
And like others have kinda mentioned: its better to show no normals than flat looking normals. Maybe there is a bunch of detail I just can't see at that resolution, but it really looks like completely 2d generated normals to me. You really want to always do 3d baked normals if at all possible.
So good work, and yeah; it seems your are ahead of the game having this much completed already. Just don't go comparing yourself to other students because that doesn't really mean anything. It was the same at my school, hardly any of them showed signs of getting a job any time soon. And for the most part, its not the students you will be competing against for jobs, its other industry professionals that already have experience.
i really like most of your works.
Keep rocking
Vj
It's not a bad start and as people have said earlier, the normals do look very flat at the resolution you are showing them at. Keep at it.
Oh yeah, one last thing about your website. Try to avoid having one giant image with map coords. It will load faster if you use an actual page...page with thumbnails etc. You can still have the grungy background but as a background image without all the text etc which will save on size and increase quality. Small nitpicky thing but eh, you asked for crits