edit: Oops, maybe I should have waited a few hours to put this up. Apparently the DNS registration might a moment or two to go through for everyone else, sorry about that!
Hey there polycounters!
I just finished putting up my new portfolio site:
zackfowler.com
I'm currently seeking employment as a full-time in-house artist. Please feel free to offer critique on both my artwork and the site itself. Here's a sample from the scene I have most recently been working on:
Cheers!
Replies
Agree with alexk that some more environment scenes or prop models would help round it out, content-wise.
You say your an environment artist? From your site I would have second thoughts about that. Not that any of your work is sub-par, but (as alexK said) you have a few odds and ends up front. I'd suggest maybe a bit of a re-arrange - moving your weapons and mini atlas mech to another section.
Your concept work is spot-on, and is definitely an asset to your site. Maybe you could do a concept > model workflow piece on a set of props or an environment to help beef out the 'environment' section of your portfolio.
Keep at it man, you've got the talent!
p.s. I'd ike to see the stone trim piece expanded on, I like the slight painterly feel you've got going on there
It's a fantasy sword. ;-)
Awesome awesome work Zack, this is exactly how I want my portfolio to be balanced (cept the 2D... that would drag me down). I wish you the very best man, I know you'll land a gig in no time.
Snipergen: Thanks man, I appreciate it.
MoP: Thanks man, I'll see if I can crank out a mini-scene or two.
BHJ: Hehe, I see what you mean. I kind of noticed it as well so I put "Environment & Props" on the site instead of just "Environment". I'll just take down the mini-atlas entirely (since it doesn't relate to the work I expect to be doing anyway) and replace it with more environment work.
Kaburan: Thanks, gotta credit all the wisdom around here on PC showing me the value of a simple-as-possible portfolio site. Fingers crossed eh!
ae: Much appreciated, I hope the art directors who see it feel the same way.
Krypteia: Just my misguided attempt at humor. Seems that you're more likely to cut yourself than anyone else with that thing! But I suppose you could say that about a lot of fantasy swords.
Jason: Thanks man, fingers crossed! Whatever it ends up being, at least I'll be moving out of Gainesville heheh!
Joe Lemonade: Thanks, I'm glad you like it.
renderhjs: Thanks man, it's probably my favorite part of the process.
Keep it up!
Nice work over all. I got few crits if you don't mind.
On your website you should put your texture sheets and wireframes at the end because a lot of your props are missing it.
The scene that you are working on is nice, but I cannot see with my eyes where the light source is coming from.
Good luck!
Will you be updating the WIPs such as the art-deco scene with finished shots as you work on them?
lol.
Now a humble request: could you post wire + UV for this asset? I'd love to dissect this piece!
Good luck, sir!
nice concepts as well
Haiasi: Thank you, I'm glad you find it inspiring!
AshleyTayles: Thanks! Haven't seen that film in a while but after looking it up again I can definitely see the resemblance with the sweepers, good catch.
toren3d and 00zero: Thanks dudes!
Mazvix: By all means, honest crits are one of the best ways to improve, thank you. I was wondering how many people would catch the lack of a physical light source, hehe. I already have a design and placement for them in my mind's eye and should get them in there by the end of the week. I did get lazy on showing wireframes and texture sheets, so I'll take another pass soon to get those all up there for the remaining assets.
carlo_c: Thanks, and yep you betcha.
PixelMagus and StefanH: Thanks guys!
danpV: Thank you! Absolutely, I'll see if I can post it up there in the next few days.
What would rather interest me is to see & hear how you've textured this, as the model itself looks rather straight-forward and easy to understand to me.
I really like the layersih look of the plaster/grout/putty. And the way you used accentuation on the edges.
The combination of hand-drawing and photo reference for surface details works very well. The normal/parallax map (which I assume you used) seems to integrate very well too.
Would you be so kind to post a Photoshop PSD to explain your workflow a bit?
Congrats mate, kick ass stuff you've got here.