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Old 07-22-2008, 10:32 PM   #1 (permalink)
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Alley Facade.

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Old 07-22-2008, 11:13 PM   #2 (permalink)
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ahhh turned out very nice is the final render in engine?
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Old 07-23-2008, 06:08 AM   #3 (permalink)
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looks good to me from here. i think it could do with more renders from different angles. no point showing off an entire scene with only one shot.
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Old 07-23-2008, 08:40 AM   #4 (permalink)
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Nice! Reminds me of some scenes from Stranglehold. Good work.
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Old 07-23-2008, 03:28 PM   #5 (permalink)
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Thanks guys I'll post some more angles later. The render was done in max with a few tweaks in PS. Nothing but diffuse, spec, normal, glow and a lightmap for AO.
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Old 07-24-2008, 05:36 AM   #6 (permalink)
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Nice work, modeling and texturing look great, the security camera does look a bit small though.
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Old 07-24-2008, 05:56 AM   #7 (permalink)
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Great job on this one

Now, I'm not sure if it's just me, or perhaps the angle, but the door looks rather thin to me? Other than that I got nothing to crit atm really

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Old 07-31-2008, 08:50 AM   #8 (permalink)
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Tiros - The door should be to scale but the angle might be messing it up.


skidu - I rendered it both ways and decided I liked it more like my reference was. It was bigger initially and then I started looking at cameras around town. Found this exact model in fact and they looked kinda small.

updated my site with flats and wires. Jesse Hall- 3D Game Artist - PORTFOLIO
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Old 07-31-2008, 03:27 PM   #9 (permalink)
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The door looks thin to me as well.

A regular house/apartment front door is 29 inches or so, but typically I believe exit doors like that are closer to 34-35. It currently looks 5% too thin or so. The camera seems a bit small as well but I think part of that has to do with the angle and the amount of fore-shortening. Making it a bit bigger might not be a bad idea though, especially since those sorts of things typically matter in games - I don't think I've ever played a game where a security cam has existed but not been a gameplay element, so making it slightly larger so it is a bit more noticeable wouldn't hurt. only 20% larger or so.

Those are the only two nitpicks, and they stand out a lot more because the rest of it is very polished.

Looking at your portfolio, this is easily the focal point of it. It looks pretty good.

You really should cut the concrete barrier from your portfolio because not only are concrete barriers boring, but that is the most boring concrete barrier in the history of concrete barriers. You didn't do anything particularly wrong with it (although the texture looks a little blurry in the diffuse and spec) but you didn't do anything particularly polished or interesting. Compared to this Alley I wouldn't think they were made by the same artist. Since you're only as strong as your weakest piece, you should cut it. The Arch-Viz is functional but kinda boring, and the lighthouse looks rather flat (the terrain looks good, though), but everything else doesn't live up to the Alley Facade.

Also, you might want to consider re-working the way you're using lightbox or whatever the flash gallery app is called. I'm not a fan of it, personally, but I didn't notice until the fourth thing i was checking that there were multiple images for each thumbnail on the front page I don't pay any attention to the frame that goes around the image, and it's cut off sometimes on my 1280x1024 secondary monitor (where i view webpages)
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Old 07-31-2008, 05:42 PM   #10 (permalink)
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Thanks ghostscape. I was going to redo the barrier but im in the middle of moving and made a last minute change to add it. Going to pull it off there now.

Working on some changes for lightbox including an option to save images. I did note on the page below the images there may be several images per thumbnail but i may forgo that and just show all the frames on a seperate page so its not cofusing.

the turret is the next piece ill finish up and then an additonal outdoor scene to replace the lighthouse.

thanks for the pointers bro.
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