Thanks for the tips Firebert. I am looking for work as a character artist, but I included some hard-surface work to show that I can do that as well. Actually I am happy doing any kind of modeling, I'm not too picky. I have wireframes for most of the work on my demo reel at my website, www.zacberry.com. I would like…
The body is still too unfinished to crit so I'll talk about the head. Looking the concept (that is very styly ) I notice that your 3D work looks more like some velociraptor than as your concept was. Maybe you'll transform this after, I let you do this the way you feel. An advice I can give you is to post the wireframe for…
I had our tech artist set up a similar thing where my scene defaults to backface culled and wireframe on shaded it was some fancy shit though I have no idea how he did it. Killing people I use this script mapped to 6 which I can't live without. You might like it, texture mode with no lighting, I haven't looked at a…
I recently updated to the newest Catalyst Drivers, although I normally use the Omegadriver flavor for better game performance. Once the newest drivers were installed, it fixed the rendering issues I was having with Mudbox, but both Mudbox and XSI were updating incredibly slow. There was a delay to my cursor, and selections…
Looks pretty good so far, but I recommend not using any post effects on your progress images because it's hard to make out the texture and wireframes. A few more views from different angles would also be good. One thing I suggest is to see if you can get a few areas to have very sharp recesses like maybe around the eyes.…
It all looks pretty good =) Crits: - Overall I see a common theme of very little ambient or 3 point lighting. In general terms a black background without strong rim lighting is going to make it hard to distinguish the forms. - The 3D text isn't helping things too much, makes it look amateurish. Also the name implies its an…
Welcome! Your model (both versions)have way to many poly's and the newer version lacks any shape. I would advise you to trawl through sites like this and cgtalk and take a look at other peoples character art noting their workflow(you can learn alot by studying their wireframes).Sites such as 3dtotal also have great…
Yeah definitely you're portfolio should reflect the type of work you want to do. Now that doesn't necessarily mean that you should only focus on environments, but it's better to have more environments than anything else. Another note: at a junior level it's important to show stuff like mesh wireframes and your textures,…
Another thing to keep in mind is legibility. A dark grey or black font on a slightly darker background is nearly impossible to read, so might not be read at all. Since environment art is your passion, you could implement an image system similar to what your other pieces currently have. This way renders and wireframes of…
Maybe a bit too high poly? Especially if you want to animte her. I feel especially the armor has way too many quads to define an almost flat surface, catching details that would be perfectly fine in a normal map. I mean the wireframe of The Last of Us: http://i.picpar.com/iPqb.png It sports 40.000 Tris (so roughly 20.000…