Hi guys! earlier today i was looking on google for some presentation ideas to re do my characters portfolio. i wanted to know if you guys could give me a good tutorial, or some tips on what you think makes a good character presentation. Some advice about: software composition lighting photoshop effects for post render…
I found that this is a good starter point: http://seanvangorder.com/blog/?p=24 Also, the wiki has some nice tips: http://wiki.polycount.com/Model%20Presentation Lastly, EQ's recent character lighting tutorial is VERY solid, and helped fix my awful lighting: http://www.marmoset.co/toolbag/learn/character-lighting
To answer the questions in OP though, I use Marmoset for real time and either Max MR rendering or ZBrush BPR for high resolution which came from a tutorial by Vitaly Bulgarov. Like I mentioned above, I find breaking shots down to a specific purpose per page is best with around 3 - 4 pages. Similar to what you will see for…
To a certain extent, it does depend on your intended audience. To somebody like Gav who reviews hundreds of images when deciding who to hire (or at least interview), the bare-bones approach is best; show the character, then show how it has been constructed, and give an idea of the polygon and texture costs, all with no…
I personally don't click on any more than 3-4 pieces of a Portfolio. Usually the ones near the top. As impressive as some of those UBER long and really filled Portfolios are, it reminds me of a walls of text. TL : DNR Render in whatever makes your asset look the best. IMHO realtime renderers don't hold a candle to offline…
im actually looking for the same thing. i went to GDC this year and got some amazing tips on what to do but it seems my school wants me to do something different but wont tell me what -_- im graduating this quarter and i have so much to put together. i know i wont have time to texture anything but i will be showing 4…
Cool, but no one is going to look at them or wait to load in HR department when you're applying. On a related question, what do you guys do about aliasing? Especially dithering on your renders? Do you leave them be, or do you do something about that so that stuff like gradient for example doesn't look jaggy and 8 bit low…
Always have your characters standing on something. Doesn't have to be complex, but it shouldn't look shitty and its better than if they are floating in the air (unless they are supposed to do that) if you are 'super' into turntables don't do video, you'll never get the compression quality as good as images and scrubbing…
Gavin yes we did meet. and i loved your work and everything you have done so far. it was really great meeting you and sharing tattoos lol :D i will continue my Zelda sleeve this coming week! excited about it. also gaving is one of the oens who geared me in the right direction, i thank you for that Gav. so putting…