Agree with what Chillydog12345 said, when I first went to your site I thought you only had two projects to show, I did not know you had a bunch of other work under that hot rod pick. So what I would do is have a separate page and cover image for each game you worked on during the internship. If you have access to the…
Some really nice work, it feels like the earlier images suffer a lot from surface property definition with your typical glossy game character look, but as I continued down the images it just got better and better. I would pick out a few bit of work as top notch but would probably drop some of the older work if its…
I agree with what Dataday and konstruct wrote above. I think the picture would benefit from a more distinct light source, more planned composition and an increased feel of depth. I also think the landscape and the sky background feel like they are put together from two different images because the colour palette of the sky…
Lookin pretty good. Some general portfolio advice: 1) Get some information on those screenshots. If it is in an engine, throw that logo on there so we know it's real-time. Wireframe shots? Get some tri counts on there. Lets see some texture flats as well. Put your name and portolio site on each image in case someone…
Hey! Thanks a lot for the fast reply, Vig! Well, I am also used to this "knowledge" about the power-of-two-size-thing, but my boss wants me to do it this way. So again, thanks a lot for the advice! ;) ** edit ** I just tested what you said and it seems to be the same problem again. So i did a simple 512x64 image and put it…
I understand that what I just posted can't just be applied into the PSD over the UVs. Again, it was just for my own way of practicing and getting a better feel for each camouflage pattern's proportions between colors and the amount of space the gray in each pattern takes up. Do you feel these 2D practice images show a good…
So for some environment images :) So far I've redone the entire map with a nice composition and layout. a good amount of new models. Fixed lighting to the best of my knowledge. also added specular maps (coloured) to most of my materials. thanks for all the feedback, I noted them down, so I can be lookout for these kinds of…
@ ZacD-- I painted in my, would be, "AO"-- darker values in the same color family around areas that would potentially cast the soft AO shadows, rather than bake the starting texture manually. The last image of the figure is purely flat viewport shade, where as the top image was painted on a little more for those areas, and…
You guys are giving rip-con-artists too much credit. Most of them will not bother painting out the subtle background watermark, as they will think it parts of the background (especially if you put in signature style, all curvy and such). I do like the Stradigo's idea of pixels in the corner. The only issue is, many of them…
I'm with Mark on this. Mental Ray's AO baking is your best bet. You will get good results from it. I've always created what I refer to as a "global controller" AO preset and stuck it into my personal material library, and I instance it whenever I need to render AO by putting it into the material override. I don't ever…