Some awesome stuff in there, love the MotoGP rider, and the snowboarding guy.
Any reason why there isn't wires on those? I'm not sure if a consistency of wired/low/hi/flats in every character would look better, maybe worth a try.
Also, slightly off-topic, how was Blitz? They're 2 minutes from me and I was thinking about sending an app in there at some point. I just don't know a whole lot about them, it seems they've got some top quality and highly respected guys there, but they don't have much in the way of popular titles coming out.
cheers for the feedback guys
problem is I haven't got all the assets handy. lost some of them in a hard drive crash or didn't always copy stuff over when working in house
I will add link pages for the flats and stuff where possible
EDIT Blitz didn't work out for me. talented people I would say and a good place to start in the industry, though I worked there in around 2002, so its a while ago now
ha ha ZacD the ass is meant to be saggy, it part of the costume( padding) . obviously you are not in to motoGP:)
you would n't want to skin your arse at 90mph
Looks great! Always a pleasure to see your work with your sexy textures and all. Not seeing them in flickr is even better!
Im fighting with myself to see if i love the schema youve got going on (open site> CHARACTER ORGASM) or dread it. Maybe put SOME organization into your characters. Maybe a title for each character/project and more than one picture (when you have so many characters, and you put them up together without compartmentalizing them, i feel i dont pay as much attention to each project/character as i should). I guess youll have to decide on whether this is a blog/dump type thing or an actual work portfolio.
Also, STOP USING PURE WHITE IN YOUR SHOTZZ DUDE it hurts my eyes
The only thing you could think of doing next is maybe put a hardsurface sub-d'd model in the folio.
Some of your work looks too video gamey due to the way you've lit them. I think you need to re-present the ones that have this much contrast in them, that have black in them. Take out the black with a shader or ambient lighting. Texture the ball... I'd almost recommend cutting this one: http://www.mikerusby.com/images/footballer3.jpg
I have to agree with killingpeople, your lighting/presentation is really killing your work in some cases. You have nice models and textures and then you go and light them like it's the 90s with a single white light and no ambient lighting, so they all shade to black and end up looking like plastic.
I'm sure it wouldn't take you long to get a nice lighting setup which presents these guys in a much, much nicer manner and will elevate your portfolio to a whole new level.
yeah thanks for the suggestions guys.
Butt_ Sahib
I was thinking of organizing it it to project by project, so first project would have a thumbnail or a beauty render, linked to a page which shows all the flats, normal maps etc
MoP, for some reason I never really got in to the lighting rendering side of things. I just find it difficult for some reason.
I just see the whole presentation side of it as graphic design and I have always been shit at that:)
KP I get what you are saying. I will take another look at this today. I wish i had all the models , lost a fair bit of stuff
You've got some really nice work there, Ruz. The consistency and cleanness of your modelling and texturing really shines through. i agree with the others that you should hook some of them up to a decent CGFX shader in order to really show them off. It doesn't take long and with some nice ambient light and fall off they will look a lot more sophisticated (even though the shader is doing all the extra work!).
I would also recommend losing the older work at the bottom. It's cool to show where you've come from as an artist, but I think those bottom few pieces aren't of the same quality as your more recent stuff. Good job on the Bruce Willis model so far, too.
For ease of use I really like Xoliul's Max shader http://laurenscorijn.com//viewportshaderversions/Xoliulshader_v1.3.rar - used in conjunction with the realtime shadowing and vieport Ambient Occlusion you can get a really nicely presented character which mimics high end game lighting/ shader setups. The tests you were doing with UDK looked great though - screen-capturing from the asset viewer inside their could be a good option aswell.
ruz your results on hair and cloth always look so nice, do you think in the future theres ever a chance of you making a mini tut' on how you achieved this effect? I will be your best friend and tell everyone your some hot shot 20 year old so you feel more awesome
VERY VERY nice stuff. I think Everyone here is spot on with crits. My only crit is i'd like to see more high rez.
Try body posses and facial expressions. I think it can go along way in showing off the potential of your models. Also, try rendering your high rez models in Zbrush using this guys method - http://www.zbrushcentral.com/showthread.php?t=78266 his work is a "zbrush render" and Photoshop composite process. I think your geo and model quality are there. It's just all about presentation as everyone here has said.
Edit (adding): Might be worth while to consider dimming the background color to a lower end of the Grey scale spectrum. As Current, your backgrounds feel too bright and detract from the models just a little.
FAT_CAP - cheers for that. yeah i liked that character at the time. looks a bit dated now though
I have some pieces from 'the outsider' at frontier, but that's still ongoing. could be vaporware though:)
will probably set up a custom scene in UDK for my characters. have to relearn matinee also
rendering in zbrush is tough to get right
seforin - thanks will try and do it as soon as I can. have to sort out the folio first
Vig - thanks man. i love doing faces though I still struggle with them at times
I still see my self as a texture artist who does a bit of modelling really
This is one of my later ones which i am very happy with
overlayed a desaturated normal map at about 20 percent. works ok. hate AO personally for faces
Crazyeyes - cheers for the feedback. I will try and get some more high res stuff up. i just find it hard to make look good unless I do turntables
Replies
Any reason why there isn't wires on those? I'm not sure if a consistency of wired/low/hi/flats in every character would look better, maybe worth a try.
Also, slightly off-topic, how was Blitz? They're 2 minutes from me and I was thinking about sending an app in there at some point. I just don't know a whole lot about them, it seems they've got some top quality and highly respected guys there, but they don't have much in the way of popular titles coming out.
problem is I haven't got all the assets handy. lost some of them in a hard drive crash or didn't always copy stuff over when working in house
I will add link pages for the flats and stuff where possible
EDIT Blitz didn't work out for me. talented people I would say and a good place to start in the industry, though I worked there in around 2002, so its a while ago now
I don't think it detracts from the portfolio at all, just me being picky I guess.
Awesome work buddy, defiantly digging the new site as well (much easier to see your work).
I think the work needs to be re-orderd (starting with the strongest pieces)
I'm not sure about the motor cycle rider, he has a saggy ass, and the torso/waist is a little weak
you would n't want to skin your arse at 90mph
snowboarder is WIP if you check the caption
EDIT added a little WIP section
http://www.mikerusby.com/WIP1.html
Im fighting with myself to see if i love the schema youve got going on (open site> CHARACTER ORGASM) or dread it. Maybe put SOME organization into your characters. Maybe a title for each character/project and more than one picture (when you have so many characters, and you put them up together without compartmentalizing them, i feel i dont pay as much attention to each project/character as i should). I guess youll have to decide on whether this is a blog/dump type thing or an actual work portfolio.
Also, STOP USING PURE WHITE IN YOUR SHOTZZ DUDE it hurts my eyes
The only thing you could think of doing next is maybe put a hardsurface sub-d'd model in the folio.
CHEERS
http://www.mikerusby.com/images/kit.jpg
Photoshop selection error in the center (light halo):
http://www.mikerusby.com/images/pressguys1.jpg
Some of your work looks too video gamey due to the way you've lit them. I think you need to re-present the ones that have this much contrast in them, that have black in them. Take out the black with a shader or ambient lighting. Texture the ball... I'd almost recommend cutting this one:
http://www.mikerusby.com/images/footballer3.jpg
nice work
I have to agree with killingpeople, your lighting/presentation is really killing your work in some cases. You have nice models and textures and then you go and light them like it's the 90s with a single white light and no ambient lighting, so they all shade to black and end up looking like plastic.
I'm sure it wouldn't take you long to get a nice lighting setup which presents these guys in a much, much nicer manner and will elevate your portfolio to a whole new level.
Butt_ Sahib
I was thinking of organizing it it to project by project, so first project would have a thumbnail or a beauty render, linked to a page which shows all the flats, normal maps etc
MoP, for some reason I never really got in to the lighting rendering side of things. I just find it difficult for some reason.
I just see the whole presentation side of it as graphic design and I have always been shit at that:)
KP I get what you are saying. I will take another look at this today. I wish i had all the models , lost a fair bit of stuff
didn't notice the little selection error weird:O
I would also recommend losing the older work at the bottom. It's cool to show where you've come from as an artist, but I think those bottom few pieces aren't of the same quality as your more recent stuff. Good job on the Bruce Willis model so far, too.
but am open to suggestions
For ease of use I really like Xoliul's Max shader http://laurenscorijn.com//viewportshaderversions/Xoliulshader_v1.3.rar - used in conjunction with the realtime shadowing and vieport Ambient Occlusion you can get a really nicely presented character which mimics high end game lighting/ shader setups. The tests you were doing with UDK looked great though - screen-capturing from the asset viewer inside their could be a good option aswell.
Damn I love your faces.
Try body posses and facial expressions. I think it can go along way in showing off the potential of your models. Also, try rendering your high rez models in Zbrush using this guys method - http://www.zbrushcentral.com/showthread.php?t=78266 his work is a "zbrush render" and Photoshop composite process. I think your geo and model quality are there. It's just all about presentation as everyone here has said.
Edit (adding): Might be worth while to consider dimming the background color to a lower end of the Grey scale spectrum. As Current, your backgrounds feel too bright and detract from the models just a little.
I have some pieces from 'the outsider' at frontier, but that's still ongoing. could be vaporware though:)
will probably set up a custom scene in UDK for my characters. have to relearn matinee also
rendering in zbrush is tough to get right
seforin - thanks will try and do it as soon as I can. have to sort out the folio first
Vig - thanks man. i love doing faces though I still struggle with them at times
I still see my self as a texture artist who does a bit of modelling really
This is one of my later ones which i am very happy with
overlayed a desaturated normal map at about 20 percent. works ok. hate AO personally for faces
Crazyeyes - cheers for the feedback. I will try and get some more high res stuff up. i just find it hard to make look good unless I do turntables
keep it up!