Images load way too long - think of optimizing them. The site itself isnt centered at all each element seem like is a bit moved. Redo the CV part as its not clear and readable. :)
i dont know if the floor is suposed to be realy empty like that. i think it needs some foreground elements? mabey a statue or fountain? i also realy like the shine on the yin&yang flags
In your render to texture dialog... in the "selected Element Unique Settings" set your setting to Spread : 1.0 Max dist: how ever long your object is Falloff: 0.0 then post another pic
This will do similar - set the centre of the current mesh to the middle of the current selection (any element type). Works for all layers or layer at a time. http://community.thefoundry.co.uk/discussion/topic.aspx?f=37&t=108247
Your concepts for this capture a sweet feel to something I would want to play. Are the fans a gameplay element in the concepts, like trampoline or spring pads? ps. I snooped your portfolio, nice work.
Oh, really like the patterns on there, especially on the white sash elements! It might look neat if the mask was a bit darker to really make those eyes pop a bit more and draw more attention to the head.
Did you scale up the system settings for text, apps and other elements? Using anything other than 100% will screw the UI in any Max version, prior to 2017... http://i.imgur.com/8e9QbjJ.png
WIP - http://www.polycount.com/forum/showthread.php?t=137298 I tried to focus on an environment that would have indoor and outdoor elements. Open space long distance, and possibilities of corridor close combat. Thanks!
[WIP]Train station:: I'm currently working on another project (I need to practice Hard-edge surface, composition and lighting). I try to represent tree elements: Abandonned, "frozen, but hot", industrial.
You could just place the particle systems on the outside of your sphere and trigger them using matinee. If you want this to be a gameplay element you need to make the particle systems part of the hispang for a weapon.