Hey all,
I am interested in both Level Design and Environment Art and would like to have my portfolio reviewed. Tell me what you think is working and what isn't working, and I will do my best to edit my website. I am continually adding stuff as I complete new projects, so check back often for updates.
Thanks,
Jonathan
www.jonarm.com
Replies
levels look cool though.
WeaZe: The song is Hybrid - Finished Symphony. I first heard it in the first SSX for PS2.
The motorcycle in my opinion is your best piece, although it has sort of weird mesh flow in places (like the tire seems have far too many polys). Most of the thumbnail images you have are so small that I have no idea what I will see if I click on them. When the image eventually loads (I find flash loading pretty annoying), you sometimes have weird angles and such that its hard for me to figure out what to make of it.
I think to improve your site you should focus on grouping your work into some sort of categories. Find a method of making presentations sheets, like show one image just the wire frame, next to it one image with normals etc etc, then stick to that layout for all your models. I feel like you have some good work here, just if you only presented it a bit better it could really shine. Good luck!
Your definatily on the right track, can't say I saw your website before the new updates but as of now its pretty nice and easy to navigate.
In your reel personally id like to see your yamaha for longer,especially since the Me109 gets a longer period and doesn't feel quite as solid. Also I don't see the point of having that shot of the me109 going through the flak bursts, it doesn't add anything to your reel.
The Me109 seems odd to me, on its own it looks pretty good but that hanger shot from behind the right hand stabliser reveals several problems. It becomes clear you created the normals through CB via the diffuse, this isn't nessarily a bad thing in some cases but the reason I know this is because the markings are also being affected by the normals and quite a deep indent is being created, this looks horrible. The normals generally appear to be far to strong for the overall model ,the weathering looks more like entire chunks have been taken out the plane.
Again are they the same models? as the points above don't look quite so evident from the renders of the plane on its own.
The nuke suffers from similar problems, the normal map is far to strong for what it needs to be.
The hanger in all those shots looks rushed, the lighting is quite nice but the textures need a major rethink as you have used the same texture on just about every beam,girder and overhang.
Not only that but the texture your using would never normally be associated with those areas of that kind of structure. It would normally appear on a floor or areas to provide a bit of grip, normally underfoot.
Even if its a lighting exercise thats no excuse to rush everything else, especially since its your folio work.
The steel door I like
Maybe get some old school diffuse textures on some of those Low-poly model you got just to make them look more finished.
Hope this helps a bit mate. As it happens I have a similar but opposite problem with my normal maps, I think mine are too strong so i reduce them.....only I reduce them to a point where there not even visible at any sort of distance....but I think this is largily because my spec maps are shizzle and is something i'm working on as specs and normals compliment each other.
keep at it.
John