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[Portfolio] - Harley Wilson, Environment Artist

Harley Wilson, Environment Artist

Disclaimer: ^ unfinished

So, I have one year left at university (my course is not related to game art, nor is it important at all) - during which I can spend my free time on working towards getting some industry work. After that it's land a very handy industry position and start renting a place, or I'm condemned to working at McDonalds for a year...

I have a list of websites for studios that I'm very interested in (UK only for now - eyeing up Splash Damage, Crytek, Eurocom, Rebellion, Blitz, Rockstar, etc..) but I need to know how far off I am from being able to get an entry-level/junior artist position. My sum of experience with industry is an interview with Rare about a summer internship and then hearing nothing at all since, so I can't really gauge my own level of work.

More than open to comments about my work and the site itself, I'm quite willing to tear down everything and start over, if need be.

Replies

  • megalmn2000
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    megalmn2000 polycounter lvl 13
    Overall, the environment looks good.
    - Bake more ao on the ground
    - I'm not sure if it's a good idea to make a copy of a build level in Crysis 2
    - Finish your 2nd work
    - Take out the blank squares at the bottom of your page
    - Show your textures and their size
    - Indicate the number of triangle per scene
  • Jeff Parrott
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    Jeff Parrott polycounter lvl 19
    Good site design. I really like it.

    Needs 140% more work (and only put up finished stuff)

    Never show WIPs in a portfolio. That's what a process blog or polycount is for.
  • Envart
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    Envart polycounter lvl 6
    The biggest issue for me is the lack of anti-aliasing in the screen shots, it's really off putting. I think you need to look more at replicating the look of a real environment. The lighting in your shots are is quite flat, both of the (finished) scenes has a stong green hue to both the lighting and textures. Try to mimic the behaviour of lights in the real world. I think you need to spend more time detailing the environments, for instance the windows don't seem to have glass in them, they also appear to just sit on the painted brickwork, there is no window frame as such. You also have a large (and extremely heavy) concrete barrier in what looks like an office/loading area (the latter indicated to me by poured concrete floors with warning lines painted on them). It feels a bit confused at the moment.
  • ambershee
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    ambershee polycounter lvl 17
    Walrus wrote: »
    The biggest issue for me is the lack of anti-aliasing in the screen shots, it's really off putting.

    It's rendered in an engine that does not support anti-aliasing.
  • riddlaz
    I agree with Walrus, atm it looks like I'm looking at them with glasses that are tinted green.
  • riddlaz
    ambershee wrote: »
    It's rendered in an engine that does not support anti-aliasing.

    His page mentions he is using UDK, and the new versions do have anti-aliasing features.

    They where introduced in July:

    http://www.udk.com/news-beta-july2011
  • Mr_Paris
    riddlaz wrote: »
    His page mentions he is using UDK, and the new versions do have anti-aliasing features.

    They where introduced in July:

    http://www.udk.com/news-beta-july2011

    Isn't it also possible to do a super high res image capture in UDK? (Can't remember the specific name) Would doing something like that and then downresing the result work ok?
  • Envart
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    Envart polycounter lvl 6
    Hey Harley,
    to kinda illustrate what I was driving at I did a paint over of one of your images, hope that's ok.
    blacksite-2.jpg
    I really like this shot. This is a nice environment. I'm awful at concept painting! I think that more depth to the shot would really help, imo.

    paintover.jpg
  • POFFINGTON
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    POFFINGTON polycounter lvl 11
    I feel that your levels could use a little bit more dynamic lighting, push the dark areas and brighten the lights. Walrus above has a good idea, but maybe even push it further than that. The site it self is nice, easy to use, and I dont have to click very much. Everyone is right about not putting finished work on your folio. But I understand where you are coming from and just wanted to give us a gist of what the site will look like in the future. Keep up the good work!
  • Envelope
    This is a super solid scene, but I'm going to have to agree with the rest of these guys. The green filter makes it feel really stale to me. Blue feels more mechanical and spooky. If you want to do an oddish kind of green look, then make it localized with those hanging lights. Not often will you find this color green light to the naked eye... but! It happens all the time in photography/cinematography. Also, I know that fuel refineries have this kind of light.

    Also, I think trying to introduce subtle warm light in places will help the scene out a lot. (off to bottom left.. or maybe the top will do)

    green light ref: http://lighting-pictures.bloginterior.com/files/2011/02/lightsample.jpg
    and
    http://www.terradaily.com/images/oil-refinery-night-bg.jpg

    Paintover_001_blacksite.jpg
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