I would advice contacting artists that currently work at the companies where you have been rejected starting with the companies where you received interviews and art tests. They would be able to provide the most relevant feedback specific to the studio's needs. There are several reasons why the hiring process falls…
Last week I ended up being a day late with the update and this week I'm posting the update a day early since I'm going on a mini-vacation this weekend. This week I got a lot of feedback from the fine folks in "Ryan Benno's Game Artist Hangout" Discord server. They suggested adding some spotlights in to emphasize the door…
General speaking the big boys (Quixel et al) do fancy stuff with polarizing filters and specialized light setups that will be difficult for you to replicate without a R&D and mechanical engineering budget. But something simple you can try is getting a circular polarizing filter for your lens and twisting it to remove as…
Are you setting up any image planes in Maya? The eye/mouth proportions look alright, but it's difficult to compare your renders with the reference. I did a paintover for you to illustrate how the nose should look (You want to maintain the profile, but the nose lacks sideways dimenstion, some suggestion of nostrils, etc.)…
It needs more color unification. There's like 10 different colors for everything. Try making all the hud stuff / glowy bits all one color, and then light the room with them. The texturing on certain elements also looks extremely low-res. I noticed that on the door in the back, you have a really low-res painted in highlight…
Design-wise: I really hate the Metro look of the site (I don't know anyone who likes the Metro stylings of Win8 so replicating that is only going to turn folk off instantly). Too many colours and shapes make navigation difficult - there's no obvious hierarchy or focus to the site. Bio button and header are waaay too big…
wow. that was pretty much the best feedback you could have gotten and you took it completely wrong. when making things from nature, never use your mind, what you think something looks like and what it actually looks like is never the same. if you want to learn to make realistic rocks, pick a reference and find out the ways…
Some of those look colour enhanced, but the general principle between them all is the same. You're going to want a material with: a low to medium specular exponent. Between 4 and 10 for a default phong implementation. A coloured transmission mask modulated by a dot product between camera and surface normal. Depending on…
I gather you've an interest in class A surfacing (...borrrowing a CAD term) for automotive content?...that tend to rely heavily on reflective materials in order too convey their implicit individual design elements via volume and structure, or in other words primarily a set of unique characteristics which would typically be…
Nice crit, Adam... WinglessXAngel: I'd say you need to work on lighting - there's no obvious evident direction of a light source in this image. As a result, all the cloth folds are just looking messy and not very well thought out. I think you seem to be lighting the folds of cloth under the chin wrongly - you've got…