Hey Guys
I've been working on my website and blog over the past few weeks and I think its got to the point where there both ready for some external input.
Feel free to critique everything you see
http://www.neilgowland.comhttp://grimmstrom.blogspot.com
Also I've noticed that the tutorial page doesn't display properly in Internet Explorer but works fine in Chrome and Firefox. Does anyone have a solution? I'd hate to redesign because of a simple problem.
Thank you in advance
Replies
Your work is okay, but the interior texture of the far right side building in your city block model is really off. The perspective is very strong in the texture, but look how it aligns (or doesn't) to the actual geometry of the building.
Also, the Tokyo barrier model is pretty weak. I don't know why so many people insist on modeling such mundane objects (particularly these), but even though I'm sure you used reference, it still doesn't look finished or especially interesting aside from the bold color. Might help to add a reference image to the page to give something to compare your model to, but this won't do much to make the prop itself more interesting.
Not to nit-pick, but so many people market themselves as environment artists without actually showing any. Right now, we've got two props and a larger environment element, but no finished scenes or environments. Maybe think about tackling a scene that could demonstrate things like lighting, composition, a larger overall color scheme etc.
Your examples are nice, though really simple, you should work on some unique assets and environments to really 'wow' people. Right now you've got two, nice looking, yet very simple assets, and a very photosourced looking row of buildings, and though it shows promise, I'm not 'wow'ed.
hahah i dont know about that, I think it looks fine, infact it looks pretty much like most of the building models/textures I have seen in NFS, gran turisomo, and project gotham, their textures are almost 100% photosource. we used the same style when I was working on true crime hong kong.
he has removed most of the lighting information and reflections, if those were in UDK or cryengine or any racing game engine I bet it would look ace. right now the lack of lighting is what is killing it.
yes being able to do ll that stuff you mentioned is required obviously , but if I was looking to hire for the next NFS or PGR game thats the exact kind of work I would be looking for. calling it atrocious is pretty ridiculous when a ton of the time in production you have to use photos to get the work done on time and in the style.
I agree abot the lack of work thougha couple more full, properly lit scenes and you will be well on the way to having a pretty solid folio.
yeah ,but would you really put that in your portfolio and expect to get a job? I do the same for scenes that have background pieces obviously, but not as foreground elements.
Also, I see you've worked on some shipped titles. Is there anything that prevents you from showing off what you contributed?
Your stuff looks legit so far. I agree with the others that you just need to populate the site with more stuff.
Also, why don't you have any cars or more racing based assets shown in your portfolio if that is the primary genre of games you have been working on?
*EDIT* Just read the above posts and realized all of what I said has been covered... but you get the idea now when multiple people say it without seeing each others comments.
Until I read this comment and bgoodsell's, I had absolutely no idea that you have production experience by looking at your work, especially on four shipped titles.
Considering this fact, I agree with Konrad - the complete lack of published work examples and personal work that reflects your years of experience seems really suspect.
I don't want to appear rude, but your personal work doesn't match what your CV is telling us at all.
Thanks although this is done in a very similar manner to the New York scene. Only difference is its in UDK
I completely get what your saying. I have plenty of professional work to be showing but as I've never seen anyone from my company post any of there professional work I don't really want to complicate things at work if they don't want these things to be released. I do however have all this work ready and presentable and I would obviously include it in my portfolio if I went for another job. (Currently I'm not really looking)
Another reason for me not having a lot of work to show is our company runs differently to most other companies that I know of. We own a Hong Kong studio which pretty much do all the artwork in bulk except for one track / level which we do in house so we can set the style. This normally equals to us getting to do about 6 assets over the course of the project. The environment artists at the UK studio are normally responible for the polish / lighting etc and making sure the quality is up to scratch. By the time one of our games is released, an asset is likely to have passed through a dozen peoples hands.
All this has changed with Ride to Hell and I have been constantly producing assets for over a year but the game is still under NDA. I wish I could show some of my work from that project
I will do this, thanks for the advice
Thank you for explaining this before me, its exactly what I was going too say. I should have have said this on the website (my bad) but this is a bizarre creations art test so it was to be done in the style of PGR, this is exactly how they produce there buildings. Although I should have probably sorted out the perspective on the windows
I kind of agree with what your saying and I should produce a finished environment, however because I'm a family man and have other responsibilities it is likely to take me months on my own which is why I generally stick to single assets in my spare time. I still might start production on one though.
I don't really agree with what you said about environment artists though. I know plenty of companies where the look of the level etc is down to the level designers and the environment artist purely concentrate on producing modular assets.
Anyway thanks everyone, I will look into implementing everyones feedback.