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[Portfolio] Vilhelm Flohr - Environment Artist

g0th
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g0th triangle
I've spent the weekend updating my portfolio and would appreciate to hear what everyone thinks about it.


Thanks in advance.

http://www.g0th.se

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  • bejkon
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    bejkon polygon
    Nice and clean layout.

    The "Environment" and "LevelDesign" buttons are white on the Environment page and jucky pink on the Level Design page.
  • g0th
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    g0th triangle
    Thanks man, the pink has been fixed.
  • Taylor Hood
  • MoP
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    MoP polycounter lvl 18
    Nice one, good layout and fast loading - ideal way to display your work IMHO :)

    Some of the lighting in the Windbook Castle map seems like it's hiding a lot of your nice texture work unfortunately - it seems like it needs brighter ambient light, or just some more light emitting from secondary sources. A lot of the walls and details are just getting lost in shadow.

    The rest is nicely done, although it seems like you need to get more textures on your models :)
  • JasonLavoie
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    JasonLavoie polycounter lvl 18
    MoP wrote: »

    The rest is nicely done, although it seems like you need to get more textures on your models :)

    Yup yup. I'll have to find the link, but there was this mod that did the same kinda medievil style as you, and their models (more so textures) were bursting with awesome details, right now you're is lacking that (and thats what is holding it back).

    Give some more love to the textures (dirty it up, add more interesting nooks and crannies to it) and you'll be set.

    I like the renders at the bottom as well :)
  • g0th
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    g0th triangle
    Jason: I will definably work more on the textures and it be great if you could remember that link. I'm glad you liked the renders at the bottom also since I wasn't really sure if I should have remove them from the site or not. Thanks for the feedback.

    Mop: That illusion is the only thing keeping me from actually fixing it :) but you are right it's about time I do something about the lightning on that map (not the first time I hear this) and also I will try to get more textures to put them on my textures if I got your point right there :) Thanks for the feedback.

    Chaos: thanks!
  • aesir
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    aesir polycounter lvl 18
    A lot of your images, despite not being super high res, are over 1 megabyte, and that's making your site load way slower than it needs to. Use the save for web function in photoshop and set it to 80 or so quality and it'll only be 150-200 kb. You won't even be able to see a quality drop.

    As far as your work, it looks really solid, but at the same time, it could be more interesting. Try to bring some drama to your work and it'll really be standout.
  • g0th
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    g0th triangle
    aesir: I will look into the save for web function. Good point about the drama. Thanks!
  • Ark
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    Ark polycounter lvl 11
    Good stuff. Heres a little crit i have.

    The temple scene lacks alot of contrast and there's hardly any shadows in the scene.

    The lighting could be alot darker outside. Try using some dim blue fill lights outside if you don't want to make the scene much darker.
    Some subtle bloom around the windows also wouldn't go amiss.

    The medieval scene looks good. Id really put these together with some props and make a nice nighttime environment.

    You site is nice and clean, but id personally combine environments and level design pages into one, making sure the environment stuff is at the top if thats what position your after.
    Also, stick a CV/resume page on there, maybe in .pdf and .doc formats.
  • 3DLee
    As a graphic design major, the first thing I thought when I saw your site was "Wow, clean AND good typography!" :p I got hooked on your art right away and ended up looking through your entire site, great stuff. Do you think you could put up some wires for the art test buildings?
  • g0th
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    g0th triangle
    Ark: You could have just told me to switch the lightning info on the temple and ut3 map, would save me a lot of work if that was possible :) but your crits are great! The temple could definetliy use some more contrast and shadows and it's a good idea to make a full scene with the midevel stuff, but no promises I already got so much stuff to fix now :) and Unearthly is comming up as well.
    I didn't put the level and environment on the same page because I wanted the site to load faster. There's so many images on the level design page so I though it was a good split, at least as long as everyone sees the level deign link witch I think everyone has. Thanks again for your great crits made me see things differently.


    3Dlee: Thanks man! Great to hear that the site made a good impression on you. I will upload some wires on the biz test.
  • BJA
    I guess it's just me, but it took me some time to realize that you split your portfolio into 2 separate sections (environments, levels), thought those two buttons were part of the banner and not clickable. Must be because I'm so used to one site portfolios.

    Anything else about the site/work has already been mentioned, I guess. Some nice props you've got there...especially like that science-fiction pillar :)
  • Ark
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    Ark polycounter lvl 11
    Thats good to hear. Hope i didn't come off as a nitpicker. :)
  • g0th
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    g0th triangle
    BJA: Thanks! Good to know that those buttons can be missed. nice to hear you liked the scifi pillar, that one is actually pretty much done as one contagious mesh and I wasted A LOT of time doing it like that :)


    Ark: Not at all man and I hear you, being a nitpicker can be dangerous :)
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