Hey guys, I'm pretty much finished my portfolio. I have in total 5 environments and 4 vehicles, with another 2 environments and 1 more vehicle done by the end of this month. I'm currently going back and rendering/texturing a few things to make them look a bit better I'm currently looking for a full-time job so if you think I'm a good fit for your studio let me know
Your link is broken, it just redirects you to polycount. Aside from that your work looks really good, the one thing that is bugging me though is the lack of wireframes. I think you could really benefit from having more shots of your wires.
Very nice environments , but are those in game or in 3d render? in case is the first what engine is that? can we have more info on polygons , textures etc?
tuk tuk! I wanted to create one of those for my last India project. I see you got the same propane tanks as me lying around Your scene pretty much kicked my Dharavi scenes ass though.
Very nice portfolio work you got.
Your drawing style really reminds me of my own
Is that a poly artifact in front of the hood on the car?
Dude, I'm not in the habit of blowing smoke up peoples asses, but I want to say that your work is very inspirational and you've always been more than helpful at giving behind the scenes insight.
Well glad to see you finally made it around to porfolio time, you've been cranking out some amazing work. I agree that you should show some wires and texture flats, personlly I'd like to see them. Best of luck to you.
This is some nice work you have here. Going along with what everybody else said, information about the projects would be very nice to see.
Also..this is a nitpicky thing, but I didn't even realize you could click on the images to go view more images. Something as simple as having a border on the images may clarify that.
little bit more info on polycounts etc as people have said, but dont clutter it, i like the art first simplicity...deffinatly wont stop you from getting jobs thats for sure
maybe a new lighting setup for the scfi env...currently preffer the grey box setup... if you want to keep it at night i would suggest strongly underlighting it from street level would be much more dramatic
Love your texture work! Nice job on the website. Do you need a mirror for your textures folder? I'd be happy to mirror it on my server so people didn't have to deal with 2shared.
you can download texture folder from the dropbox link too, but if i ever run into problems i'l send you an email.
I'll be changing the link on my site to the dropbox link soon.
The normandy and bombay pieces stand out really strongly as your main strength, perhaps a hold over from your photography days ? I think you need to present larger , clearer renders of hi poly work, folk want to really look close and see where you bodged it and where you controlled the forms, its useful to see more clearly how a candidate is accomplishing the end result.
Your color choices in bombay and normady are very strong, i think your texturing in general stands out as your main strength also your eye for authenticity shows through when basing things in the real world, it looks like you research stuff which is a big deal.
Your scifi, well I don't see the same eye for authenticity or realism, it feels like you need to research strong scifi films and set designs and work toward a more visible art style or building motif that you can riff on in order to make the designs stand out the same way your real world work does.
If you try this, it may also help beef up your hipoly skills and you ought to do more color specularity work, mess with shaders in the UDK or Crysis or something wildly used so you build up an awareness of how to use the tech to accomplish more authentic materials and tricks that are not achievable through 2d and 3d alone.
It's good stuff though, theres a lot of promise in the majority of the work, hope you find somewhere that will look at that rather than just your games industry experience.
Thanks for your input Kevin !
High modeling isn't something i've done a whole lot, but over time i'm pretty sure i'll have more HP pieces in my portfolio. Texturing is really my passion i enjoy it a lot, I hope one to just be a Texture Artist.
was browsing through and nice portfolio. One suggestion I would make is being able to click your name and go back to the home page. Its just more accesible than going to portfolio and being redirected there.
Having as much of an awareness of the hipoly side of things when aiming for a texturing position is a big win. Texture artists are a dying breed and there are often positions for people willing to specialize in this area.
Solid texture folk have been tough to find for many years and at the current level of technology with normal map art, its tougher still than it used to be.
If this is your aim, get into UDK more, learn how to make your textures lighter and more milky to make the best use of Lightmass and accentuate the normals more, let them pop more.
Darker texturing obscures too much with GI type lighting solutions where a lot of the power of the scene is coming from bounce lighting.
There a lot of companies using UE3 and they need people who understand how to produce textures that make the most of lightmass as it requires a much lighter hand with less emphasis on handing painting so much 3d shading.
Best of luck to you, I really do love those Bombay and Normandy scenes, its some of the most authentic period and region specific texturing I've seen for a while.
Kevin: Being a Texture artist is a dream job, which is a long ways a way. But i'm sure over time i'll be in a studio with my dream job As for now i'm happy to say that i'll be working at Digital Extremes starting next week
SnowInChina: Thanks bro, i dont have anymore shot, but if there is a texture u really wanna see i can upload it dropbox. which one you want ?
Coming in late on this--congrats on the job and thanks for sharing your work. I especially find these last comments about working with UDK illuminating (no pun intended) and match with my own experiences with working with Lightmass. I was coming at it from the level designer perspective and found myself heavily favoring certain textures over others and I think that explains a lot of it. I appreciate it because I'm looking at moving back into building assets and textures for UDK so it means a lot, thank you.
Best of luck in the future and don't go leaving polycount behind just because you got your bills paid
I don't pretend i can do the same but if i had to say one thing, it's the textures look to uniformly dirt. Especialy on Bombay. I tink it would increase the realism (it's already super realisitc don't get me wrong) to play with clean/dirt areas. Distributing dirts thing logicaly according to weather conditions, age, events, leaks, broken things...
I think this would add a little plus in the already awesome work.
Hey those tutorials really impressed me. I honestly thought you were a industry veteren or something. It was a really good idea to put them in. Any employer looking at those would be impressed by your knowledge.
You've taken a great approach to building a portfolio. Making impressive looking scenes built of modular assets. Then you have breakdowns of these assets. This is what I've been attempting lately.
The great thing about making modular scenes as well is that they almost always look like more work has gone into them. When I look at your normandy scene it feels like a small town but analyzing it, I realise it's only a few buildings.
btw somehow i missed the tutorials section on your page the first time i opened it :poly136:
great stuff in there
especially your psd files. very helpful, thanks again
Wow, so you got a start at Digital Extremes..last time I was on the forums you was posting up your porfolio. Great show of what hard work can get you, as said before well deserved.
Been meaning to say this for a while - Congrats on the job.
Your work is fantastic and that Normandy scene has been in my Inspiration folder for a long time now.
Hope all goes well at the job.
Replies
I love your work, was wondering the other day what happened with the Bombay scene, and there it is!
mathes: Thanks man !
NAIMA: thanks, i'm be sure to add additional info on my sets.
SasoChicken: Thanks bro ! i'll be updating this thread with my new env some time this week.
Very nice portfolio work you got.
Your drawing style really reminds me of my own
Is that a poly artifact in front of the hood on the car?
Cheers
Thanks
mickyg: thanks bro, i'm glad that my work is inspirational to you!
ajr2764: Thanks bro ! wires and texture maps added to to-do list.
Also..this is a nitpicky thing, but I didn't even realize you could click on the images to go view more images. Something as simple as having a border on the images may clarify that.
maybe a new lighting setup for the scfi env...currently preffer the grey box setup... if you want to keep it at night i would suggest strongly underlighting it from street level would be much more dramatic
SHEPEIRO:thanks for the advice, I'll planning on re lighting the scene with much more of a industrial feeling look on the lighting part
Love your texture work! Nice job on the website. Do you need a mirror for your textures folder? I'd be happy to mirror it on my server so people didn't have to deal with 2shared.
I'll be changing the link on my site to the dropbox link soon.
Your color choices in bombay and normady are very strong, i think your texturing in general stands out as your main strength also your eye for authenticity shows through when basing things in the real world, it looks like you research stuff which is a big deal.
Your scifi, well I don't see the same eye for authenticity or realism, it feels like you need to research strong scifi films and set designs and work toward a more visible art style or building motif that you can riff on in order to make the designs stand out the same way your real world work does.
If you try this, it may also help beef up your hipoly skills and you ought to do more color specularity work, mess with shaders in the UDK or Crysis or something wildly used so you build up an awareness of how to use the tech to accomplish more authentic materials and tricks that are not achievable through 2d and 3d alone.
It's good stuff though, theres a lot of promise in the majority of the work, hope you find somewhere that will look at that rather than just your games industry experience.
High modeling isn't something i've done a whole lot, but over time i'm pretty sure i'll have more HP pieces in my portfolio. Texturing is really my passion i enjoy it a lot, I hope one to just be a Texture Artist.
added to my To-Do list
Solid texture folk have been tough to find for many years and at the current level of technology with normal map art, its tougher still than it used to be.
If this is your aim, get into UDK more, learn how to make your textures lighter and more milky to make the best use of Lightmass and accentuate the normals more, let them pop more.
Darker texturing obscures too much with GI type lighting solutions where a lot of the power of the scene is coming from bounce lighting.
There a lot of companies using UE3 and they need people who understand how to produce textures that make the most of lightmass as it requires a much lighter hand with less emphasis on handing painting so much 3d shading.
Best of luck to you, I really do love those Bombay and Normandy scenes, its some of the most authentic period and region specific texturing I've seen for a while.
solid work
especially i like the bombay scene
if you have some more shots of it, or texture maps whatsoever
i would appreciate if you post them for inspiration
best regards
snowinchina
SnowInChina: Thanks bro, i dont have anymore shot, but if there is a texture u really wanna see i can upload it dropbox. which one you want ?
i would like to see the corrugated iron
(right border)
congratulations on your new job btw
greetings
snowinchina
Best of luck in the future and don't go leaving polycount behind just because you got your bills paid
I don't pretend i can do the same but if i had to say one thing, it's the textures look to uniformly dirt. Especialy on Bombay. I tink it would increase the realism (it's already super realisitc don't get me wrong) to play with clean/dirt areas. Distributing dirts thing logicaly according to weather conditions, age, events, leaks, broken things...
I think this would add a little plus in the already awesome work.
You've taken a great approach to building a portfolio. Making impressive looking scenes built of modular assets. Then you have breakdowns of these assets. This is what I've been attempting lately.
The great thing about making modular scenes as well is that they almost always look like more work has gone into them. When I look at your normandy scene it feels like a small town but analyzing it, I realise it's only a few buildings.
@ SnowInChina:
http://dl.dropbox.com/u/4462462/BRB_DIFUSSE.jpg
couldnt wait for it
btw somehow i missed the tutorials section on your page the first time i opened it :poly136:
great stuff in there
especially your psd files. very helpful, thanks again
greetings
snowinchina
Your right, i'm contacting my hosting company right now. They have seem to be very unreliable.
Your work is fantastic and that Normandy scene has been in my Inspiration folder for a long time now.
Hope all goes well at the job.
All the best with the job!