Hello polycount forums!
Long time lurker decides to finally signup and contribute
.
My names Tom Wilkinson and I'm a fairly recent game art graduate from the University of Teesside.
I've managed to put some work together for my portfolio and was hoping to see what you guys/gals make of it.
http://art.tom-wilkinson.com/
Am I ready to start applying yet?
I look forward to being part of the community.
Thanks in advance,
Tom
Replies
It seems like everything is technically good to go, but work on lighting and learn a bit more on the theory behind making interesting lighting that compliments your subjects.
I'd make thumbs at least for major sections (scenes, props etc).
As for the content itself, to me you props look much better than actual scene that uses them.
That is mostly because the scene itself has quite weak layout and the room is overall too big for what is placed in it right now.
The props palcement is quite random without much logic imo.
The crack in the floor looks bit out of place as there i no clue why it appeared, and there are no other major destructions around.
I would rather make a smaller scene, but more dense. It could be a simple little "situational" showcase of your quite cool props.
Running diffuse through a filter does not equal a normal map.