Finally got around to updating my site. Still missing tons of content but this is what I added last night.
Most of the stuff is from Singularity. Still have more to add from other games and projects as soon as I can render stuff out or get some screen shots.
http://www.artbyjessemoody.com/
If you find any bugs or issues post em here so I can work em out.
Thanks and I hope you like everything.
Also some people click on the link to go to my blog and have checked out the stuff but that is where I have been putting all my wips lately and stuff i'm playing with / testing out. Hoping to finish that stuff up and add it to the personal art section very soon.
http://jessemoody.blogspot.com/
Replies
This stuff is fantastic man, thanks for sharing- this is what an environment artist folio should look like.
And not trying to blow smoke, but that type of pistol was my favorite in Borderlands. Very clean, and noticeably nice mesh flow on some tricky shapes. It'd be nice to see wires of the Singularity stuff, too - always great to see nice, efficient wireframes.
Top stuff.
I kinda agree, was hoping to see some low-poly/Texture work. But the high-poly stuff looks amazing great job!
It's times like this that I wish I wasn't broke haha.
Great work sir, the only thing that I would like to see is some WIRES!
content is solid, but yes, wires are a must :P
not gonna really crit much on the content until you put the rest of it up though. i wanna see this bad boi in all its glory!
hey man, looks good. Did you guys have texture artists at Raven? like, partner up, you just model, they just texture?
sweet stuff!
You could chalk this up to personal taste though. But I think it might be cool to make the fade on these more grungey and less perfect radial gradient.
You know I'm a big fan of your work here, I only wish you had that textured industrial building that we talked about yesterday. That was one of my favorites!
I would make the gun your first link though because its easily your best piece, it contains the largest amount of unique primitives and scale/ detail level contrast.
The other stuff has its charms but its all the same style, someone could get to the 4the 4th image for example, assume the rest will be the same and shut it down and move on to the next resume.
That would cost you, because your big gun is at the end of the table of links.
Needs a lot more personal art, you need to show you can stretch and professionally switch gears with a couple of different styles, 1 of them should be more mass market and 1 of them should be more of 'you' but expanded across a wider variety of object types.
I think there needs to be materials other than metal in your resume also, its very helpful to tip your hat to the other materials such as wood, concrete, tile, rubber.... just to show you can.
Looking back I see now you mention there are more images to come and I see on your blog spot there are a couple of rock pieces, it would be worth swapping the stairs out for instance with one of the weaker metal designs that are all in the same theme.
Even some 64 unit x axis extrusion sided pillars with a generous front chamfering so you mix in some more rounded forms to make the scene a little more chunky and impart the idea that theres a real support structure there.
Cholden - Yeah I thought about using lightbox and just having it be able to scroll through everything which might be a lot nicer in the end so I am going to look into getting that implemented which would def keep the clicking down a bit.
Snefer - Yeah I have some of the low poly work saved some where I think and will get those updated if possible. As far as texturing goes I didn't do much since Raven had dedicated texture artists so it was kinda make high poly loving, low poly, bake and ship it off to be painted.
Firebert - Oh yeah that header is huge. Will be working on that tonight probably.
Wireframes. I'll get some screenshots of these high poly models with some wires on them.
Kevin - Gun already moved to the first link now. Totally hear ya on the show other materials. Going to format the layout of those stairs I did, get some better renders and add them in.
The environment suggestions were ace. I have plans to do a lot more with this in terms of design stuff to try and spice it up so your suggestions on that are great and will add a lot to it I think.
Again thank you to everyone for all the comments and feedback. Greatly appreciated.
Now time to render...
Nicely layed out with ease and accessibility. Ace job.
Also added some things to the personal area.
Fixed the fade on the thumb nails.
Thanks again guys for all the feedback. I did find some low polys and my bakes so I'll try and get those posted over the weekend along with wires.
header looks much better
Yeah there needs to just be some more variation on the rest of the content. The rock stairs are good for mixing it up, but what will help you most IMO is a small complete scene with modular assets... for instance, the one that is in your personal section that is a completed static (looks like a tower observation unit), a few more pieces like that with a couple other do dads and create a simple bsp environment for them to fit in with a few modular sections to build up other smaller pieces. this one asset itself feels like it has the potential to show you can tackle various styles by meshing a couple of them together, but this is tricky because you don't want it to be a mish mash and make them think you can't stick to a clear theme. i dunno, give it some thought. just an idea. my main point is you need one or two well documented pieces that clearly display your UE/UDK abilities. I'm talking about using statics with bsp, texture sheets for both with material networks and clear display of modular workflows. show you can be creative in both areas of art and tech. just MPO though since I am still an outsider looking in.... so these are all things i would just consider.... i'll shutup now.
I think you should probably reword the description of your UE3 tutorial. It's kind of dated now that UDK is out and not really a series yet...
Art work is pretty cool though. Nice stuff mate!
I got one little critique this piece right here:http://www.artbyjessemoody.com/images2/mech_arach.jpg
This in my opinion is your worst piece and doesn't match up to the rest of the pieces in your portfolio, to be totally honest it looks like a complete different artist made it.
other than that everything else is top notch!
Hey Jesse,
Yeah i mean the whole robot in general, Hope to see more of your low-poly stuff soon.
Cheers,
Arman
I agree. Sorry it took so long to fix.
NOW WITH TEXTURES!!!
All art work is mine unless stated otherwise in the top left of the images...
ex. (enviros that were built with pre existing assets. "SET DRESSING")
Enjoy
Robots gone!!!
My favorite pieces have to be your singularity stuff and the rock steps, looks like a tabletop model
(and a lot more color around the site now too....:thumbup:)
Need to texture (finish) that gun and the borderlands gun that i started.
Lots of stuff that could be posted up for tech / tutorials section.
Added a couple more things to the personal art section..
http://www.artbyjessemoody.com
I kinda tend to get sooo extensive on this that people seem to get annoyed by it a lot, but I just continue doing it, maybe it can help you
Just don't take it as insulting or anything negative - sometimes I think the forum just doesn't deliever my words as nicely as I would like them to
The biggest letdown for me is the seemingly randomless of the structure.
In the first row I open up:
- A gun that I thought I remembered you did as an hommage to borderland - but I'm unsure, because it says "Professional", so maybe you DID contribute that model to the project ? You know what I mean, it's 4 renders from slightly different angles, huge in size, yet I can't find a single line of info in what way this model was embedded in a gearbox game.
- Next comes the flagbase. Seriously I opened up that section 10 times now before I understood what this all is about. I thought it was 3 different models at first, because it was broken up into these different screenshots instead of having it on 1-2 pictures alltogether. Also there's 2 huge images of the energyball which only difference is the popped out arms left and right. I didn't see it until I took it into close inspection.
- Helicopter is nicely shown. Though still I wonder if you could choose 1 of each destroy state and mix it into 1 image. In the end the model is slightly changed and I don't know if you need 2 angles of each version. Also why don't you show the untextured version/hipoly of the model ?
Just now I noticed you didn't do the textures of the helicopter.
- Singularity Environments. These are great, didn't know you were doing these kind of things. I wish it was a bit better image quality, but oh well
Yet I'm asking why is this placed right inbetween props/models/assets
- Again the consoles show mostly the work of other artists, whereas the work you did comes on the bottom. Also it's just too many huuge images for me to look at. I mean, from my understanding of the images it's supposed to be highly modular consoles, which again could be shown in one screenshot, I'm sure about that.
Now follow the same assets again. I didn't realize it was still the professional section. Not because it was not as good as the rest, but just because it was some deja-vu-collection. Consoles and technical stuff again. I really would suggest you decided which pieces of all the console stuff you think are best and place the stuff you did all on your own at first. The knife, the energytower, the road barrier - these should shine. Not the texturework of other artists, don't you think ?
Many things apply to your Personal section as well.
- You've got the awesome icecream scene that looks brilliant
Out of a sudden there comes a wireframe screenshot that you didn't include apart from the gun model so far.
- Then comes the tent: Textured, Wireframe, Hipoly
- The scifi-tower: Hipoly, Textured, No Wireframe
- The control panel: Textured, Hipoly
- The power unit: Textured, Hipoly
- Then there's a nicely sculpted stair thing and another sci-fi-pistol untextured.
Please, don't get me wrong, I read the thread and you already said you will keep the site updated and add new stuff and all that, which I'm already looking forward to, I just wanted to point out in a totally needlessly long essay that I have the feeling you can take your portfolio to a whole other level.
If you think about a logical arrangement that is featured between every piece you show, your work can really shine. Sure if you don't have textures to show, you can't do anything about it. But the breakdowns could need a better arrangement. Also the thumbnails are not too well used, in my opinion, they're huge (I'd say by 50%) to me. Not the actual size, but what you put into the frame, i mean.
Also I'd rethink giving other artists so much space on your own portfolio. There must be some better way to show your work and still incorporate the finished textured piece.
And in the end I think you should select the work more precisely. Some stuff just isn't as exciting as the rest. And huge pictures of rather flat and clean highpoly models are maybe not too convincing in the end.
While I wrote all that nonsense I also made a little mockup of what I was talking about. I also took some renders and kinda put them closer together so less image space is wasted and the objects are in the center of the view. I just tried to illustrate - please forgive me
http://www.acumen-design.de/projects/paintovers/moody_portfolio_mockup.jpg
I'm really thrilled to see what your next additions to the portfolio will be. Let us know, what you come up with ! Been a great fan of your work for a long time
Which accidentally doesn't look too different to the way you have organized your portfolio.
I just updated the picture for clarification
http://www.acumen-design.de/projects/paintovers/moody_portfolio_mockup.jpg
All I see are techy greeble doohickeys, not inviting to click. How about this instead?
Gives more clarity about the asset (I had no idea that grey thing was a gun, I expected a wall panel or something). It also looks a lot more crisp, especially the left one that suffers from blurry jaggies.
Then, after the thumbs lure me to the asset pages, give me concise info on the work. You're giving a lot of images but relatively little info, lots of the same:
You're also missing information such as wireframes, texture flats, and polycounts.
Another thing I'd like to say is remove a lot of thumbnails from singularity. Currently 14 out of 17 thumbnails are for one game. Here's what I'd do:
-1 page with enviro screenshots
-1 page with analog consoles, you can add techconsole4 and agedcatwalk to this if you want -> these are your modular sets
-1 page with random assets, here go the remaining consoles, chopper, knife, generator(?) and the gate
Which would balance things out a bit. Of course, it'd be even better if you could get some more content for the other games.
More on the thumbnails:
-how about a logo showing which game it is
-maybe some text explaining what type of asset
-agree with acumen, see if landscape might work better
As for Wireframes, Texture flats and polycounts. I have some that show this stuff. I don't have access to every asset any longer so it is what it is.
There are game logos on every asset / screenshot for each item that required it. I really don't want to add logos to the thumbnails as well creating chaos all over my front page. If someone wants to know where that asset is from it shows it right on it's page.
Some images I'm sure could be condensed or resized but I really don't think it would make a HUGE difference as to justify the time sink on it right now.
I tend to do 2-3 major updates every year so perhaps on the next one I will make some changes.
Again thanks for the feedback guys...
-Put the personal art on top.
-Made smaller thumbnails
More changes coming soon.
"http://www.polycount.com/forum/www.artbyjessemoody.com"
instead of just "www.artbyjessemoody.com"
looking forward to more stuff
Weird. No idea how that happened but it is fixed now.
So taking what a lot of people have said here and going to slowly incorporate that into the layout updates.
Also added a few new things...
http://artbyjessemoody.com/