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[Portfolio] - Ivan Bouinatchov - Hiatus Diaries

Greetings, y'all!

First post on polycount, but have been a long time lurker and looker.

My latest web portfolio is up at http://www.ivan3d.com

Looking for real world criticism and opinions are welcome as well. The work is "final" but in a constant state of flux and update - I suppose, that goes without saying.

The proper website is coming in a few days - for now, please use the back button on your browser or the thumb button on your Logitechs - I humbly apologize for any aggravation that might cause.

Regards,

Ivan Bouinatchov

Replies

  • salman_fas
    Welcome to Polycount,

    I think the white background is really hard on the eyes. Same is for all the images and that is hiding the actual quality of those pieces. I don't know why you have same gun turret twice.
  • g0th
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    g0th triangle
    You should really blend together the ground textures on that brick tower scene. It looks strange as it is now.
  • whats_true
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    whats_true polycounter lvl 15
    Do you have anything that is not a Max Render, but rather "InGame"?
  • BradMyers82
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    BradMyers82 interpolator
    Looking pretty cool man. I think you should really include some polycounts and texture map layouts. If your making the jump to games, this kind of information is really important.

    My main crit would probably be with texturing. It looks like you have some noisy normals in some of these where it is unneeded (the one gun handle and the "X" box thingy). In general, I think the texturing could be pushed more. Some really nice specular maps could do the trick.

    Also, the first piece you have here (the castle) looks really good IMO, but the terrain you did has a ton of useless cuts that should be optimized more (if nothing else at least on the sides).
    Lastly, it would be cool to see stuff "InGame" as whats_true said.
    You have some really nice modeling skills though. I especially like some of those older works (the watch and car renders)
    Keep at it!
  • ivan3d
    Good morning,

    Thanks for the input - the areas mentioned have been bugging myself and I guess I needed extra encouragement to fix them - the ground will receive more love and detail. The white backdrop - my eyes don't react adversely to it (then again, some people don't mind fluorescent pink), but I will review alternatives as it does seem to spoil the experience for some.

    I guess I should have pointed out that I've been in the game industry for 7 years now and 5 of it spent in crunch mode will degrade creativity over time and get you into the "get'er'done" mode. Using my time off as an art vacation of sorts.

    Loud and clear on the "in-game" stuff - most of the models were "in-game" at some point and shouldn't be too hard to find a suitable "free" engine to crossover to and add real-time rendered views.

    BTW, both the older work's watch and the Ford are real time rendered models.
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