Hey there iam in the beginning of starting my website and reel which will be an ongoing process till summer. So i got about 5 months to get a reel that is tailored to environment art.
To increase the chance of landing a job at some point i would like to get as much feedback and crits as i can.
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List of planed changes:
Reel
- since i want to apply as an environment artist i need about 3 environments fully textured and lit well in crysis or unreal engine including more detailed breakdowns
- mp40 needs to be baked to lowpoly and fully textured and set up into a small nice setup to show more than just a simple gun.
- the london themed street needs some more detail and probably a better composition. Any suggestion always welcome. This is how far iam at atm:
http://www.blindest.de/wip_lowpoly03.jpg
- the head needs to be put out since iam not applying as character artist
- the lifedrawing is too messy and needs to be replaced with proper lifedrawings
Website
- texture maps need to be added (normal/spec/diffuse)
- possibly a more simple layout
As someone else said BLESS ME WITH YOUR CRITS ;D
Replies
Atm iam blocking out a rough level idea for a temple environment in UDK. Nothing much to it yet
since it only represents scale and the rough theme.
Lighting and Textures are just "placeholders"...update soon
Any crits on the wireframe always welcome.
Umm now as you mention it i notice it aswell, probably have to change it a bit.
Thanks.
It's a bit hard to critique the work itself given that most of it is still in progress. Looks good so far, but it would be nice to see some texture maps.
For your temple. Do you have a top down diagram, concept, or something similar that could give an idea of where its going? right now its hard to say much about it.
Any crits welcome.
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Good luck!
While I do think you should lose the life drawing, I disagree about putting your best work last; you should always put your best work at the front of your reel. People that see reels every day all day in a hiring position might not even watch the whole thing. I know that when I'm looking at prospective hires here at work I tend to skip around on reels. Also, you cut to the wireframe of your lamppost before I get to see a close up of the top part.
The london scene is a good start so far, what will really sell that piece is the mood that you are able to establish with the lighting.
never show temporary stuff!!!
The only chance is ONLY if they ask you to show extra work and if they already look very good but are unfinished. Explain that it is work in progress and make it clear!
Regarding what i see here and your website reel,
the level stuff look a bit flat. (temporary but they incite comment regardless)
the london street is too early
the lamp details feel too "soft"
music is good
the skull is good, the sketches not so good remove them as mentioned by others.
your models are clean but your textures lackluster and plain.
you do not appear to make proper use of specular on that street part.
your strongest piece by far is that asian head sculpt here which looks amazing.
the gun looks ok but compared to what others do is a bit simplistic in terms of model complexity and detail.
I would offer you a placement as a junior artist but at disadvantage. within the next days some other candidate might appear with similar or superior skills. Especially now with so many skilled people looking!!!
You have 5 months. make them count
If you have an idea where you want to apply, (which would be a good idea to have in mind before you start making a portfolio) then i suggest you should make relevant assets to what they are working on. That will show also that you are not just an artst looking for a job, but you actually are aware of what that studio is doing and that you are someone who does their research.
What i would like to see from environment artists and depending on the project that they will be assisting would be some or all of the following :
Sci-fi environment engineering or med lab
Urban environment
High fantasy town street
Cave Interior
Rocks
Various Assorted Props (pick a theme)
Buildings (deteriorated preferably or old so you can show a lot of texture work) interior or exterior
Stadium
Aeroplane
Car
Old sailboat
Cave exterior
pets and farm animals maybe
You get the idea.
Do your research, hone your skills, 5 months are more than enough to make a good portfolio.
I couldn't agree more. I interview about 5 people per month, i review 10- 20 portfolios per month and that after HR has filtered them following certain guidelines.
Your best work should definitely be in front, and if you have 2-3 more good pieces at middle and at the end so they negate the ok pieces and leave a good impression at the end.
also do not put bulk just because you have it lying there.
I prefer to see 5-6 good pieces than 10 with half being ok or less.
It shows you have poor criteria and you might need a lot of supervision.
http://www.blindest.de/janne_paulsen_com/portfolio.html
I was always told by others to create a 'crap sandwich' with my demo reel, best stuff in front, more crappy stuff in middle, second best stuff at the end.
Well due to "dont show unfinished stuff" i put my reel off for now.
Next step is to sculpt this texture. Atm this is just crazybumped for preview.
The Temple itself is just a blockout yet which iam going to sculpt soon.
Any feedback or which one you prefer appreciated.
And for the preference I like the second , what u did to get that difference?
How about adding extruding roots and climbing or hanging tree roots orplants , may be some water spilling from the top? Sunrays ... debris on ground , Broken items or statues scattered around , displaced ground pavement stones broken by may be earthquakes and plant growing?
Btw the links to ur portfolio page dont work ...
Hi thanks for feedback.
To answer your questions this is a Max Render
I ll use Unreal Engine though.
I know what you are talking about. I thought the same. Rocks are quite a challenge actually.
The rocks you see is not the end result, i just used crazybump to see how that rocktype would look like.
Iam going to create some alphas and then sculpt the rock surface from a plane. Then render out a displacement and make it tileable in photoshop and reload it afterwards into the sculpt prog for last fixtures.
Will post the result later today.
Thanks but thats no way near fininshed
It was just a quick test without any fixes in the normal map and seams.
A bigger update on the temple high poly stuff. Its still WIP.
The rock is still WIP. Fixtures and update soon. Will bake this week and put everything into unreal.
Just a quick post while I'm at work. Do NOT do this. Put your best bad ass piece at the very start of the portfolio, NEVER put your best piece at the end, you HAVE to convince the person with the first thing they see. Cannot stress that enough.
Touched up my Portfolio so the link is fixed
http://www.janne-paulsen.com
Please feel free to crit it.
Thanks.
That last picture is a little confusing. We see the shadow but it's hard to tell what's causing it, one main reason being, it's a very complicated shadow (lots of lines etc.). We see the bright white light (that's casting more of a beige on the wall?) but the scene is mostly dominated by a blue light, which we don't see the source of. It feels a little confusing-- Everything in the picture looks really cool on it's own, great textures and form, but the lighting is really, really hurting it. Try working that out a little more.
Great stuff so far!
RESTOWER REMAKE (NATURAL SELECTION 2)
Project Description: The restower is based on a concept (http://www.naturalselection2.com/conceptart/) of the game Natural Selection 2. I set myself the goal to do a total makeover of the actual game model and push it to next gen standard while staying true to the concept. However. I decided early on to widen the whole model to give it a bit more of a massive feel in order to make it look stronger and powerful to underline its purpose.
The normal map was baked of a high poly model. All textures (1024
I know its old stuff and hurts my eyes aswell I probably should not have it on there anymore. Any crits on the new stuff since thats most relevant.
Yea i noticed that aswell. I also had some trouble with the 3Point Shader setup for the materials. It never seemed to look right especially the metal.
I might try the UDK for better shader work, maybe a cubemap on the metal helps to sell it?
Here is the Spec:
Pretty much used the diff just as a spec base, then controlled rust/dirt/paint/stickers seperate and darkened it down. Lightend up edges and the glow parts.
So whats wrong? How to rescue it?
And yeah i totally agree on the cam angle and lighting. Will fix this.
At the minute it feels too much like a blog, and some people might not even look at the work right at the bottom.
Try and replicate these examples:
http://www.ivassago.com/index.html
http://www.digitalmarino.com/
http://www.razvanimation.com/
http://sixduck.org/index.html
Well i wanted to reduce the clicks you need to get to the content. I wanted instant access to all work without clicking on thumbnails. Most of your links use that technique. I dont know whats better though, more scrolling not clicking or clicking less scrolling
I also have to agree the specular is not really working too good atm