It is not much content, but I dig the style. It has old school game feel to it. As for crits your Hallway/cathedral scene is flat, you need dark areas for everything to pop and guide your eyes through the light sources around the assets. No focal point either.
Good stuff. Not much to crit about the actual portfolio, since it's carbonmade, but here's some things I notice about the fantasy environments.
The fantasy environments the strongest parts of your portfolio for sure, but they're not being presented that well. The lighting is really flat and the shaders look like basic Lamberts. So because of that, it's hard to see all of the normal mapped detail (at first glance I couldn't tell if it was last-gen or current-gen) and the scenes lacks atmosphere and mood. The best right now is the treasure room as it does have some atmosphere and you can make out some of the detail but it can still be pushed.
Tl;dr work on your shaders and lighting. There's probably some good stuff out there about unreal shaders. And this book is great for learning about lighting.
Out of curiosity are these in Unreal Ed 3 or the new UDK? You might want to get them into the UDK if they aren't, because the lightmass lighting system in UDK gives really nice dynamic results from what I've seen. Although of course you still need to be good at lighting, no easy button.
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Other than that keep on truckin'!
The fantasy environments the strongest parts of your portfolio for sure, but they're not being presented that well. The lighting is really flat and the shaders look like basic Lamberts. So because of that, it's hard to see all of the normal mapped detail (at first glance I couldn't tell if it was last-gen or current-gen) and the scenes lacks atmosphere and mood. The best right now is the treasure room as it does have some atmosphere and you can make out some of the detail but it can still be pushed.
Tl;dr work on your shaders and lighting. There's probably some good stuff out there about unreal shaders. And this book is great for learning about lighting.
Out of curiosity are these in Unreal Ed 3 or the new UDK? You might want to get them into the UDK if they aren't, because the lightmass lighting system in UDK gives really nice dynamic results from what I've seen. Although of course you still need to be good at lighting, no easy button.