Your portfolio advertises yourself as a '3D Artist' - which I can only take to mean a generalist, but you specify "Environment Art" in your post here. Which is it? The portfolio in its current state is much more geared to the former than the latter at the moment. I also think your portfolio should be smaller, not larger.…
I'll provide some motivations as well. Why? Because I think that explaining WHY a certain image is better or worse is much more informative than just stating a report-number. 1 - A; because the blue hue, technically incorrect white-balanced, gives a colder feeling. 2 - B; though the trees are too white, B is the only one…
Hello there! I like what you've got so far, nice modular usage too. I think the mood is pretty cool too, but I think you can push it more. Right now, your bounce is filling the space pretty evenly when I feel like it should gradient more from floor to ceiling and bounce less from the impact point so that the right wall is…
Maya has a history stack that can't be reordered. You are pretty much forced to work very linearly. Going back down the stack and making changes can be a dicey operation with horrific consequences farther up the stack. I think most people collapse the history and just muscle through with poly wrangling when they could be…
Ok Brad, took a look at the file for a bit and I think I can see what most of the issues are. #1. Be cautious of looking at the UDK generic browser as an indicator of shadow and lighting quality. It's never going to be great. #2. Your lumpy "sub-surface" normal map is probably what's causing a lot of the excess noise that…
Polycount limits largely depend on the engine you are using; for example tech that is object driven (everything in a level is basically a static mesh) pushes a hell of a lot of polys and isn't really as much of a concern compared to other tech that relies on BSP. However, be sensible about it. Model as much large scale…
I'm a TA and I'm studying software engineering, simply because when you move beyond workflow tools into actual pipeline development, understanding good software architecture and design becomes really important. You want to think about re-use, organization of your studio tools and the code base behind it. How to keep it…
Cool start on the sci-fi hallway. Suggestions: - The spec on the metal is really flat. - The lights run right into the door bulkhead. Organize your tiles so the door isn't cutting into the middle of one. - The hallway has some really straight lines if you broke those lines up with large bulk heads it might give you more…
The garage scene looks extremely similar to the one in Tor Fricks UDK Modular Masterclass. When I watch tutorials I try to learn the techniques and apply them to my own project. I would never put something on my portfolio that is almost the exact same as what has been shown in a tutorial. Also employers will probably have…
First of all a happy new year to everyone! With the new year comes the expansion of the Emberheart team! https://www.youtube.com/watch?v=0OgS1ii5BBE Here’s what we’re looking for: Are you a skilled 2D or 3D environment artist that can handle a in between realistic and stylized artstyle? Are you tired of joining royalty…