Hi!
I´m Swedish 3D artist(and some 2D when I feel like it
) out looking for critics on my work to help me improve my abilities.
Long time reader of polycount, I am a member at other forums like this one but I always ends up here.
Currently I am working my way trough a 2 year game-art programme in Sweden. In January 2011 I stopped working and focused at what I really wanted to do. Now I have been studying art and 3D full time for a year at varius universitys and since september I have been at current programme.
Currently the programme has mostly given me time to be working on building a strong portfolio.
Current portfolio can be found at
http://www.joakimlarsen.se
Feel free to drop me any critics on any of the work in my portfolio.
I am really looking for critics on my work to help me improve. A pad on the back is always nice but I am really looking for critics and help to improve on my work.
//Joakim
Replies
Concept is done by a fellow classmate.
Also did lod steps.
Thanks, I really tried to be as smart as possible with the texture since I am working on a complete scene and I want to show that I can produce a great image with low use of texture.
Been working on a revolver. Almost done with the low version now, high is finished.
Want it to look really good so I am not saving any triangles for this one, its at 5500 tri atm.
Dunno if the concept artist was inspired But cant enter this mech like the one in District 9.
Another update on the revolver. Needs some more diffusework and prolly alot more spec work, prolly a remake of the spec.
Need to redo the medallion the handle, its unreadable now.
All feedback and crits is much welcome.
Hi there, thanks. Its at 2048x1024 atm have not looked at it at any lower res yet.
A update on the revolver:
Baked down diffuse info to normal(scratches, rust, dust)
Changed edge/scratches clr to black.
Adjusted the normalmap.
Lesson learned today: Black is much better than white if you want to achive nice worn metal edges.
Since worn edges dont have any color it should be black since black isnt a color, makes sense to me.
A simple scene filled with props, still lacks some props and Im now starting on the lighting and mood for the scene.
Main goal for the project has been to build a complete simple scene with correct pixel/cm and making a good render in a game engine using minimum ammount of texture space. All pieces has some smart uv usage so I can get a good pixel/cm.