I'd have to agree with Chilly about the video, at least as far as most employers are concerned. I'd make the portfolio the default page and add an additional link on the main menu for the video. Also, your pictures are your main selling point, so it's critical that you have your name and contact information on each -…
It's really not that scary if you think about it. Let's take a look at the scene after I've highlighted some areas: (by the way, I have no idea what I'm doing with the colours, I just did what made sense to me, I'm sure there's a right way to do this) The red parts are the two key props you'll need to create for the scene,…
Hey Emma, I agree with the others that the portfolio site is a bit same-y but remember, if you are going to make your own or at least tweak an existing design, the work is the most important so that should be front an center- show only your best work- if that means having 3 pieces instead of 10 then do it! you are judged…
I agree with nfrrtycmplx that your composition could use more work. Right now, my eye is kind of torn between two conflicting points of interest that fight for my attention : Either the chair (because of the perspective), or the desk (because of the lighting). You should decide what area you want to be your focal point and…
I talked to a Autodesk tech about the issue 3-4 months ago and it won't be "fixed" because they don't see it as being broken. Basically its our fault that the load collections feature is enabled by default and we neglect to turn it off... awesome logic... Let me explain. Each time you load a scene that contains a biped…
Hello everyone!, I hope you had an awesome day so far, Iv'e been adjusting my scene further like fixing the scale, fixing where the grass is growing, adding a couple more props and changing a little bit the lighting. If you have any more feedback on the scene i would highly appreciate it :)
THREAD WILL BE CHANGING NAME TO "LOADING BAY HEIST" AFTER THIS POST Hey Polycount, I haven't posted on this thread in almost 2 months! A lot has changed so I'm going to split this into two posts. First off, my aim with this project was to get better at prop texturing, but I found that a big room with a harsh red light…
Helping you out with specularity would be easier if you showed your specular texture, how you have it set up in max and a comparison render with/without specularity. You do have lights in your scene right? Here I have a scene with two planes. The rear one is just there to test opacity. On the hair I told max to reflect…
Assuming you're looking for Environment Artist roles... here's what I can give. - remove your weapons (Environment Artists don't usually get to build these unless it's a small studio or a random shift of responsibility shift in the studio because they had no-one else to do it) - remove the character (you'll never be asked…
I'm pretty rubbish at updating these because I always feel like I don't have enough to show, but Here we go anyway! This is where I'm at now: Lighting is very WIP, it's just a few dynamic lights scattered all over. I didn't want to waste too much time baking lights. The track is also very WIP, I spent all day yesterday…