Hello, I'm looking for more freelance work! I'm in the process of waiting for some work to be released but I have a few pieces I can show from one of the projects and some personal work. These take downs were going to be used in engine but we found having the player face his attacker worked better…
Looking good! The thing that I notice straight away is that you have 4 pillars, 4 lifting arms and 4 Silo's (tube thingies on the left of the shot, I know that these are modular pieces, but It kinda bothers me that they are placed exactly opposite of each other. I do think that you can get more out of it by placing the…
I'm still very much a complete and utter newbie to all of this (I think I first glanced at Maya about 6 months ago as soon as I found out that it was free for students, and the rest has all been a bit of a blur), but I can definitely say one thing for sure, and that's that if anyone came to me and asked me where to start…
Aeon, I think a portfolio full of environments will show a much wider range of skills than a portfolio full of individual props (im generalising there). You can show that you know a lot about modularity which is really important for any game, showing you can make one set of, lets say wall pieces, and make them re-usable in…
Whether the asset is optimized for games or not, you simply don't need more triangles than you need. Having more triangles that aren't defining silhouette is just wasted space. Having extra resolution for a better look means adding in extra loops to avoid showing jagged edges on the silhouette (and better animations with…
I don't see any problems with it. The only drawback would be if you don't show any examples of rigs created from scratch. If you're only showing rigs that are maybe 80% created with a tool, then what skills are you selling? IMHO, if I'm hiring a technical animator, I want someone who knows the ins and outs of building and…
For a nighttime scene, the stylized fantasy scene seems much too brightly and uniformly lit. I'd greatly reduce (or even eliminate) the ambient light, and have a distant omni lightrepresenting the moon giving a faint light. The primary light for the scene should be the bluish glow from the crystals and the yellowish glow…
Some really great work in there :D That demon skull headed gnome looks pretty horrific :) My personal little gripes though. The skull/bone structure wall is too heavily chipped/weathered on the protected edges, while the exposed edges are equally weathered. Either the exposed edges need more chips, or the protected edges…
Anyone who has studied Epic and modularity will immediately be able to see how closely you laid out your map to the one contained in this Epic white paper: http://udn.epicgames.com/Three/rsrc/Three/ModularLevelDesign/ModularLevelDesign.pdf Imitation is the best form of flattery, but be careful how much of your "design" is…
Fab-Camp - I did actually create a couple of concepts before I started modelling things for UE4 :) After I gathered all references I made a couple of simple 3d sketches inside 3ds max: And eventually everything ended up me doing bsp blockout inside of UE4 to have a modular base to work on. All assets that were created so…