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My porfolio from 2003 to 2008

I'm an Artist/Programmer in the game industry, I recently created a portfolio showcasing some of my work during the years, unfortunately I'm working on a game that has yet to be finished so the amount of work that I can show is limited.
http://vimeo.com/3122794

The first video is my first game created.
The second video is the final movie done during my time as a student at the NAD center which is an offline render from 3D Studio Max.
Then comes a multiplayer level made for Medal of Honor and then a loading screen made for another level.
A matte painting follows of a castle in the skies and a low poly model of a hyena (5k triangles).
Matte painting done for Army of Two; I also modeled/textured the character on the right for the game.
Two images of two person I work with which was rendered using 3DSMax.
Then 3 characters done for Splinter Cell 5 all lowres.
I rendered the monster in 3DSMax as a test of lighting which I took and re-purposed it for shader; sub-surface scattering.
Finally some video footage of different technologies developed for a game prototype including;
- Camera Motion Blur
- Screen Space Ambient Occlusion (SSAO)
- Screen Space Anti-aliasing (SSAA)
- Chromatic Dispersion
- Water droplets
- Day/Night cycles

Replies

  • bounchfx
    video no longer exists.. ?
  • Ruz
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    Ruz polycount lvl 666
    really nice stuff , but the music annoyed me.
  • qubism
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    qubism polycounter lvl 18
    mhm well first i thought i disagree
    it seemd just classic to use tetris music
    but as the beat starts pumpin it all got a bit trashy and cliche
    and then it even says "base is pumping"
    that just turned up the trashyness another notch for me
    could have worked with a lil more classy dnb drums.
    whoever made this should be punished.

    no comments on the video itself
  • renderhjs
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    renderhjs sublime tool
    to bad its unwatchable here (slow - decent connection)- a set of images like a real portfolio would be nice since it seems that you have nice content.
  • Michael Knubben
    How about having what you posted in this thread actually appear in the video? I watched it before reading, and it was very unclear to me what I was looking at, since I couldn't be sure whether you made an asset or the engine displaying it etc...
    Nice stuff, though. Is that hlsl shader on your website? I'll take a look myself, ofcourse, but I'm just saying: if it isn't, please share it here!
  • MoP
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    MoP polycounter lvl 18
    Quite impressive work - a good programmer/artist is a rare thing, I think.
    Agree that some of this stuff is not shown very well in the video - those sheets of turnarounds on character models go past far too quickly and blurrily - they should be large, still images, not short frames in a video.
    If you put together a website with images for all the static stuff, and single video links to each separate thing, I think that'd work a bit better.

    Good stuff though!
  • hnphan
    Hi guys, thanks for watching. I was concerned about the sheets of the characters being displayed too quickly but I wasn't sure if people would care too much and about the music; Its personal taste but do u guys have a suggestion for a more fitting music?

    And yes I did create those assets and programmed those games.
  • renderhjs
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    renderhjs sublime tool
    very impressive - its very rare to find someone who is equally good at the art adn technical side. Usually people tend to put themselves in a pre-defined drawer. I read about you once before on your leadwerks engine site and even back then I was curious what art you did before and meanwhile. Your engine and the editor are very impressive as well as the realtime AO alike apporach.

    regarding a portfolio (if it is intended as one): I would suggest to make at least a PDF or simple website with screenshots where one can look at things with patience and without the need of a fast bandwidth.
  • killingpeople
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    killingpeople polycounter lvl 18
    You're a goddamn one man slaughterhouse
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