Hi guys, I welcome any feedback on my latest reel.
I was laid off from the Game Studio Nerjyzed Ent on January 10th (Martin Luther KingJr Day!) and have been working as a freelance artist since, however I am now seeking full time employment again. I'm looking for a studio that does hand held titles, and would appreciate any direction anyone can give me to find these studios.
oh right, here is my reel
http://www.beecomic.com/Demo/JoshHano_DemoReel2009.wmv
Replies
Videos are lower resolution and definitely not the optimal format for displaying modeling and texture work.
However I'm not interested in this becoming a discussion on the relevance of demo reels- but the best ways to improve the one I currently have.
First off, I can tell you as an employer, I don't want to watch a video unless it has something moving in it. A turn table is not going to do anything for you. If you are appling to my company as a character artist with a turn table reel...NEXT! Second it is hard to really study your models because...they are always moving and are not on the screen long enough to get a real good look at them. Thus if you want good advice on how to improve your skills, submit renders or screenshot
dunno who wants download cat in a bag.
to start, blah blah i agree with everyone else reels for non animation is pointless.
next, your first model, I didn't like much. scragglepaw rocked although I wish his fur worked for a back view. hunter wasn't great either. I enjoyed flak's design a lot.
Your reel was too long.
wmv is a crappy format for reels. mov h264 is my prefernce.
I think you should practice faces a bit more.
good luck on the job hunt.
Ok, crit on the reel:
-The music was meh..
-If you are going to change the reel, I would put in some shots panning over the models to show more detail, and different pedestals would help to make each model more attention getting.
-If you want a low poly job, then why are almost all of your models around 4000 tris? only one handheld model in there.
-Also, not to diss your art style, but a few anatomically correct life drawing sketches would do very well on a character modelers application.
-hope this helps
If you modeled low poly assets stills are the best way because:
- fast loading
- can be saved and or printed or easier shared (i.e reference in a eMail, conversation,...)
- reduces the impression to 1 shot (easier for you to cheat, optimize the shot, make a nice composition/ rendering)
- standard
oh and I haven't looked at the video,- it takes ages here to load + I hate windowsMedia player streaming
IMO just build a killer website with some nice still shots of you best works. If you insist on turnabouts I suggest using some simple embedded animated gifs. Thats all you really need.
Here's some things I see that could be fixed/changed:
-That music...
-It was jarring to have the textured model spinning counter-clockwise followed by the wireframe to be spinning clockwise.
-the girl with wings has some nasty looking tris running up most of the back of her thigh
-The pedestal looks sci-fi with fantasy characters on it...just doesn't really fit.
-hah, ScragglePaw was pretty awesome. work on the hair planes on the back so they aren't just two flat rows of polys. I'd put it sooner in the reel too, it's stronger than the first two characters.
-Hunter looks unintentionally cross-eyed
-I liked Flak. The texture on the front of his arms seemed..non-existent. His pedestal actually works with his design.
-The faces next to your contact info are creepy.
It took me to Polycount.
I thought it was going to take me to your portfolio page.
I've been had.
:poly122: maybe I've been hacked! :poly122:
EDIT:
I just moused over and saw you typed the polycount URL before your webpage URL. Might wanna fix that good sir. :thumbup: