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pseudohymn
05-26-2006, 12:51 PM
Hi all,

I recently graduated from college and finished putting together my senior year demo reel, focusing on modeling & texturing.

Here's a link:
http://www.karensoh.com/portfolio/videos/KarenSoh_DemoReel.mov (8.9 MB, Quicktime, Right-click/Save as)

I'd love to hear suggestions on how I can improve this. Does the content & flow work? Should I spend more time on closeup/faraway shots? How's the speed? Anything I should get rid of or add? I'm open to any crits about anything in the reel.

Thanks for your advice! :)
-Karen

neonneo
05-27-2006, 07:54 AM
hi

I think adding another complete model could round out your reel, when you have time. 2 models is too few.

Im assuming game modeling is what you intend to do, so show how well you can use normal maps.

Show the unwrapped textures too

ajsmac
05-27-2006, 09:27 AM
Hi

Nice reel, I tend to agree with neonneo. Also the amount of specularity on your blacksmith character seams to be too much. A wireframe of your blacksmith would also help. The animation of the blacksmith didn't really do anything for me.

Pacing and speed was pretty good but to short .. needs a few more characters.

Hope that helps.

pseudohymn
05-28-2006, 09:48 AM
Thanks for the crits neonneo & ajsmac, I'll definitely make some more models in the upcoming weeks. :)

A wireframe of your blacksmith would also help. The animation of the blacksmith didn't really do anything for me.
There was a wireframe of the blacksmith in my reel--do you mean show the wireframe more slowly, or show it as a full-body shot, or show it as a simple wireframe + gray shader?

My take on having animated characters on a modeling reel is to show that the meshes are able to deform properly, which is why I have a blacksmith animated. (I had also originally intended to show a clip of the go-go girl dancing, but left that out due to time constraints.) But I am unsure if this is an acceptable way of showing off a modeling/texturing reel.

Is it better to just show the models and forget about showing the animations? Should I just show a posed model instead?

Thanks again for your help! :)
- Karen

ajsmac
05-29-2006, 10:42 PM
"There was a wireframe of the blacksmith in my reel" - Ah yeah my bad .. it is pretty quick.

Most of the people who watch a modeling/texturing demo reel would be able to tell whether the mesh would deform properly. ... and your animation doesn't really show much deformation anyway .... also he has allot of edge loops around his arm pit .. you might want to loose one.

NyneDown
05-30-2006, 03:10 PM
Hey, what's up Karen? Your reel is pretty cool man, I really liked the Go-Go girl. I agree with what the other 2 posters have previously said, and also I think the texture on the go-go girls dress could use a little "tweaking" (I hate saying that word..haha). In the back, there appears to be a seam...but it might be part of the design, I really cant tell...but either way it distracted me somewhat, might not be too big of a deal though really. I know there was a wireframe for the blacksmith, but I dont see one on the go-go girl...there is for her face, but not the entire body. Animation in a modeling reel really isnt necassary man, especially if it isnt doing it any justice. We'll be able to tell if the model will deform properly just by looking at the wireframe. Also, like ajsmac already mentioned, ya might want to go back and loose a couple of those edge loops around the blacksmiths arm pit. I know he's supposed to be all hot and sweaty from working, but the specularity is really too high. I noticed it's a very low poly mesh, so I would conclude that this is targeted to be a game model? If that's the case...just have text in the bottom of the screen that says something along the lines of "Blacksmith: Low Poly Game Model. Poly Count: 3,228." And if you're considering the gaming industry, throw in a normal mapped head-bust just to show you have working knowledge of how all of it works. Also, show your hand painted maps. The only bump map work I can see is in the blacksmith scene....I'd go back and make some for high frequency details such as skin pores and so on, subtle detail like that really does make the piece stronger. "Josh's Face" was kinda creepy...haha. I'd replace that whole bit with the normal mapped head-bust...but that's personal preference. The last scene with the helicopter was pretty cool...nice textures. From my impression, you modeled and textured everything BUT the helicopter....so what I would do just to show the viewers all the detail is have an animated camera pass by the buildings just to show everything you did. Right now, it's following the chopper in an aerial view so it goes by pretty quick. My only other crit would be to tell us what software you used at the end of the reel. Again, good work overall though!

Hopefully that helps ya, good luck!

pseudohymn
06-01-2006, 06:07 AM
Thanks for the extra help ajsmac & 9inedown!

To answer neonneo & 9inedown's comments, yes, most of the models in my reel are geared for games. However, I'm still unsure if I want to go into just games. I realize I could throw in a high-poly model in my reel to add to the diversity, but would any industry (film/tv/games) be looking for a specific polycount throughout the reel, or would they be open to polycounts of all numbers?

9inedown --
I can see how the dress would be a problem. I thought of leaving the seam there to sort of emulate a dress that would zip up in the back. But maybe it's because the texture sorta slopes downward that makes it look funny? And for that helicopter scene I modeled some of the buildings and environment assets. Unfortunately I couldn't obtain any other footage/files from the game, I wasn't allowed access to them once finished. :(

Thanks again for all your crits! :)

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