You posted a thread recently and I got reminded that I had this open in a tab to reply to, but completely forgot. So. Bumping this, I guess. - Browsing your work is difficult with this site. I don't really know at a glance if these are your only 3 pieces, or if you have breakdown shots. Your texture work is not immediately…
I'm not great at posting lengthy reviews. But i'll throw in my two cents. I got really excited when all these tutorials starting popping up. I'm a big tutorial junkie, especially when it comes to concept art and drawing training. I bought a total of 7 videos in one day assuming a couple might be so so, but hoping most…
I'd ditch the 2d work. It's fine, but unimportant to an env artist position. The DeLorean is probably your best single asset but you only show one image of the highres model, from behind. Show more of that. Break the asset down by showing it's wire/low/texture like you've done with the others. Your best environment imo is…
Looks great... My only comments would be to agree with Hawken and Vig as well as add; the hanging rod confused me... it reads as a support beam at first glance... but upon further examination is clearly just a broken hangy poll... i would suggest reataching it or lieing it on the ground or something... it draws too much…
so here is an update i made this turntable today for my portfolio class. http://www.mediafire.com/?ezzgxzmzxim sorry its not an embedded video but should be fast to download. this one may be a bit saturated depending on what media player you use ive seen mixed results. and here it is in 1080 if your interested.…
neither texture size nor polyocunt is usually the bottleneck but drawcalls and overdraw(fillrate-bound gpu) ! here are a couple of good rules of thumbs: -use as few materials as possible ! -use atlas maps to get many small items together in one texture/material/shader -batch a lot of small objects together on run time to…
I posted this in another forum, and thought I'd share: HL:Source does not use the hidef models from Blue Shift, because Valve didn't make that game. Gearbox did. And it's not like you could just install the hidef pack yourself. The models have gone through a number of changes. They'd have to be set up with ragdoll…
Id say your character work is decent for a recent grad but not quite industry quality. You're on the right track. The anatomy study, while useful, is not quite up to par. I would remove it just so it doesn't stand out as a weak piece for now. At least until you can either improve it or do a better one. I would say env…
I don't have a ton of experience with the UE4 set of tools, but one thing I was able to find in the UE4 documentation is the ability to adjust the SSR sharpness via a console command it looks like. This console command probably points to a value within the SSR value set, and can be saved for permanent use. Link to the…
Stop wasting time on your demo reel. Reels are practically useless in the game industry for env art. The only benefit is for doing flythroughs if you've created a large and complex level, which you don't have, and even then most people won't click on it. Spend presentation time on your website instead, your navigation and…