First impression is this. I can't make out your models on a background that uses the exact same colours as their diffuse texture. That's a bad, bad idea. Instead a neutral flat colour like light grey would be better. In fact you've already done that but it's linked elsewhere and should be the opening picture.
It would also be good to show wireframes and the rest all on the same page rather than make me click, click back, click, click back.
It's a simple design and works. I'm quite surprised though cause I've never heard of a "Vehicle Artist" but then when I think about it, it doesn't surprise me cause they're quite a challenge to make.
What Habboi suggest about the presentation. Right now this is horrible on the eyes.
ALSO what really sticks out to me. Art is decent but HOLY FUCK 9x 2048x2048 maps on that one ship? Man there is no way this would fly.. That is so much texture memory being used and then the draw calls adding up as well. That is just insane.
Hate to sound like such a cock but man that is way off target. Looking at the other things they are all very similiar. Most of those should be on a solo texture sheet maybe 2 for a few items but that is max!
Also while these look nice they would greatly benefit from high poly models and good ao/normal map bakes.
Your texture res looks all over the map too. Some stuff gets a ton of space while other things that are the same size or bigger do not.
Thats a lot of good feedback! I'll remove the texture sheets from the backgrounds and make it less painful on the eyes.
About being called a "Vehicle Artist", Still not overly sure what to call myself? i can do just about anything but mainly stuck vehicles.
Jesse Moody,
For a normal game it would be extreme overkill, This was all made for a Military Simulation and was ripped over any ao/normal use, its been custom made to suit very large texture sheets and runs extremely well on stock dell laptops. (I sound like a damn sale guys) It all came down to what the customer would be seeing the most.
yeah dude the presentation is just not working. You are presenting the model flatshaded in front of the textures which are essentially the same texture.. Just break it up. Add some lighting. Some material definition and so on...
Definately sort out the backgrounds, studio guys looking to hire I don't think are very forgiving and would just move on. As I am not, I plodded on ^^ and I think the content is quite good, I agree on the the 2k texture sizes, but overall once the changes are done, it will look good. Good luck!
For a normal game it would be extreme overkill, This was all made for a Military Simulation and was ripped over any ao/normal use, its been custom made to suit very large texture sheets and runs extremely well on stock dell laptops. (I sound like a damn sale guys) It all came down to what the customer would be seeing the most.
Thank both of you guys!
I work in military simulations and even on our high end systems that we ship out that is crazy overkill on texture sheets. Even if they said it's ok to use that many huge maps, with that many 2048 maps you could get a lot more detail and variation on the hull. In fact, looking at some of the other work, there's a TON of detail that could be added with such huge texture sheets. Your problem will be if a hiring game studio sees that, unless you explain it, they will think "Hot damn, why such huge texture sheets?!"
Your website says "graphic artist" as your title, but your work is comprised entirely as 3d models of vehicles. You might want to change graphic artist to vehicle artist. It makes more sense...plus it sounds cooler.
Your textures are huge, and there's a lot of them (which everybody seems to have pointed out). You can definitely get away with making each vehicle having one 2048 texture.
I don't know what your aim is for a job, I'm assuming it's either in the game industry or for the military. Either way, you still don't want that many textures for a single vehicle.
Having the texture as the background for your vehicle shots is a clever idea, but it does make the vehicle blend in with the background. Either darken the background to bring the vehicle out more, or play it safe and keep it a solid or gradient background.
Also, don't forget to put your contact info in each image!
Thanks for all the feedback guys! Trying to get some time away from my linux books to remove the background textures. My plan is to have all new stuff sometime, had to use what i had laying around for now. I know the textures are a huge waste and could have been cut down/tiled (the ship its self could have been 90% tiled textures)
Vehicle Artist sounds much much better to me, I'll change that too. Now if i can just get some time away from shell scripting.
Thanks again for the feedback everyone, its be noted and i have a huge todo list now.
Replies
It would also be good to show wireframes and the rest all on the same page rather than make me click, click back, click, click back.
It's a simple design and works. I'm quite surprised though cause I've never heard of a "Vehicle Artist" but then when I think about it, it doesn't surprise me cause they're quite a challenge to make.
Good job but change those images to the Textures / Renders.
ALSO what really sticks out to me. Art is decent but HOLY FUCK 9x 2048x2048 maps on that one ship? Man there is no way this would fly.. That is so much texture memory being used and then the draw calls adding up as well. That is just insane.
Hate to sound like such a cock but man that is way off target. Looking at the other things they are all very similiar. Most of those should be on a solo texture sheet maybe 2 for a few items but that is max!
Also while these look nice they would greatly benefit from high poly models and good ao/normal map bakes.
Your texture res looks all over the map too. Some stuff gets a ton of space while other things that are the same size or bigger do not.
Thats a lot of good feedback! I'll remove the texture sheets from the backgrounds and make it less painful on the eyes.
About being called a "Vehicle Artist", Still not overly sure what to call myself? i can do just about anything but mainly stuck vehicles.
Jesse Moody,
For a normal game it would be extreme overkill, This was all made for a Military Simulation and was ripped over any ao/normal use, its been custom made to suit very large texture sheets and runs extremely well on stock dell laptops. (I sound like a damn sale guys) It all came down to what the customer would be seeing the most.
Thank both of you guys!
I work in military simulations and even on our high end systems that we ship out that is crazy overkill on texture sheets. Even if they said it's ok to use that many huge maps, with that many 2048 maps you could get a lot more detail and variation on the hull. In fact, looking at some of the other work, there's a TON of detail that could be added with such huge texture sheets. Your problem will be if a hiring game studio sees that, unless you explain it, they will think "Hot damn, why such huge texture sheets?!"
Your textures are huge, and there's a lot of them (which everybody seems to have pointed out). You can definitely get away with making each vehicle having one 2048 texture.
I don't know what your aim is for a job, I'm assuming it's either in the game industry or for the military. Either way, you still don't want that many textures for a single vehicle.
Having the texture as the background for your vehicle shots is a clever idea, but it does make the vehicle blend in with the background. Either darken the background to bring the vehicle out more, or play it safe and keep it a solid or gradient background.
Also, don't forget to put your contact info in each image!
Vehicle Artist sounds much much better to me, I'll change that too. Now if i can just get some time away from shell scripting.
Thanks again for the feedback everyone, its be noted and i have a huge todo list now.
Adam