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#2 (permalink) |
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Senior Artist
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well for starters, Yes all your renders look blurry and ugly, im not sure if they are just horrible renders or if its the compression. The flash players seem to ruin picture quality. But you really need to find a better way to render your stuff because it really is unpleasant to look at. as for your work, some of the models are OK.. but they all have a sloppy meshflow to them. The textures i think really hurt all your work except on that heart thing. They are too muddy and don't define the surfaces like they are supposed to. Heres some tough love, you will not find a job with a portfolio like that. I suggest you get a non game related job, join a forum like this one and look at professional artists portfolio sites and strive to create work on there level. Ask yourself if you have seen content of your quality in a game. A college degree wont get you an art job unfortunately. Ive been doing game-art for about 4 years in my spare time i still don't think im quite ready.
The best thing you can do for yourself is to be critical of your own work. Last edited by laughing_bun; 05-31-2008 at 03:38 PM. |
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#4 (permalink) |
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Senior Artist
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he must have removed it, but the address is still in the title: John Lapio -Portfolio Homepage
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#5 (permalink) |
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Artist
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Yep, I gotta agree with laughing_bun mate.
Now, I've noticed you've removed your information. Whether or not it's because you've taken the feedback in and are working on your models, the hard word is usually the best word ![]() After all, this is all about improving our art, isn't it? So, some critique for your work: Try working on your texel density ratios. I've noticed some really blurry low resolution maps on your walls, right next to high resolution windows. Continuity is the key here mate! Either make it all low res (and tile it to fake a higher resolution), or go all high res. Never mix it so the scene looks unbalanced. You might also want to work on your lighting. Black isn't the best backdrop for a scene, and it certainly isn't natural. Cheers for the link sarge! |
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#6 (permalink) |
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New Artist
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AdamtehGreat, I'll look into that, thanks.
I would've deleted the whole thread if I could figure out how... Yes, I removed everything because I realized all of the pieces in my demo reel are further from being completely polished than I thought. I've already began reworking them as of today and I've started with my cathedral's wireframe and texture which I've attached images of. Next will be my horrendous cave and its ugly walls. Then 70% of the models and textures in my steam room. As for the last piece, I think that I'm going to take it out altogether. laughing_bun, call my work ugly, unpleasant, ect.. and I certainly appreciate the opinion since it's what I asked for, but I don't quite understand what you mean by this: "I suggest you get a non game related job, join a forum like this one and look at professional artists portfolio sites and strive to create work on there level." I realize that my work isn't comparable to most professionals by a long shot, but I don't think anyone has the right to tell me rethink my career choice and find a different community. I asked for constructive criticism, not acceptance. Telling me to look elsewhere isn't going to help me improve my work. Also, I never once thought that because I have a degree it meant I would land a job instantly, otherwise I wouldn't have posted my portfolio here in the first place. This goes for everyone if the attachments worked, feel free to rip apart my new renders and tell me what you would change. Thanks |
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#7 (permalink) | |
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Game-Artist.net Admin
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Quote:
I think you left the most important part out there. He also said "Heres some tough love, you will not find a job with a portfolio like that". Now although his comments were a bit harsh, i have to agree with him. Your portfolio contains alot of content comparted to some other people, but i'm missing some realy strong pieces. If you're going to a studio for a job, then you realy need good pieces. Just give yourself some time to focus on your skills, become a better artist, and you'll have a much bigger chance of getting a job somewhere...
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![]() Jeroenmaton.net - Scetchbook Thread - 3dsMax Viewport Shader - Ten Texturing Tips - Supports good crits - |
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#8 (permalink) |
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Game-Artist.net Staff
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concentrating on the content, seriously everything you are displaying is blurry. Even the new renders you have done have nice crisp edges and very blurry textures. Its impossible to tell what the materials on that building are supposed to be, roof tiles? plaster?
I would go back to scratch with your rendering, even just whack the stuff in unreal or take screengrabs. People dont care about render setups and nice soft cast shadows if you cant see the texture. Could you post the texture sheet you are using? that will help to see if its your textures or your rendering that is the problem And I would cut down drasticly on the amount of content. I know it hurts to ditch stuff (I recently took about 8 models off my website and cried for at least a week) I think one knockout piece looks so much better than 5 or 6 wee props that you did while learning
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www.benjaminclark.net Last edited by benclark; 06-02-2008 at 06:03 AM. |
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#9 (permalink) |
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New Artist
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You guys are going to have a field day with my texture:
http://www.jlapio.com/cathedral_large%20copy.jpg Maybe my camera is too far away for any detail to show? see attachment |
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#10 (permalink) |
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Senior Artist
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I was not telling you to find a different community. I figured you were not part of one so i suggested you joined this one... I was not trying to discourage you from becoming an artist, but i was just saying that you wont find a job right now and that you have to keep developing your portfolio. Anyways good luck to you
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