View Full Version : Please Crit my internship depends on it :)
Stygian 06-18-2003, 12:30 AM Yes guys this is yet another thread asking for crits on a portfolio. Now I'm not concerned with the design or the Layout I'm already talking to the game company but I do need serious harsh crits on the work . Thank you guys sooo much in advance without cgtalk I'd still be reading my Max4 bible going duh?!?!
portfolio (http://portfolio.stygianstudios.com)
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NeoNautica
06-18-2003, 01:12 AM
1. Stop modeling for a little bit and Start Texturing
2. Rig and Pose the characters
A bunch of gray models in the standard pose really doesn't sell yourself well. Might want to add a 2D section to your site to put illustrations, life drawing, concepts, etc.
If you want to go a step further get one of you models down to 2500-3000 polys and put it in Unreal Tournament 2003 as a player character. This would show you can get your stuff in a engine and have it work.
Stygian
06-18-2003, 01:17 AM
Thanks for the reply nautica but that is what they requested "unrigged , un-textured" models . I guess they are looking at me specifically for a character modeler? who knows thats just what they asked for :shrug:
NeoNautica
06-18-2003, 01:42 AM
ah... They probably have texture artists for textures and have the animators rig them. Was just regurgitating (sp?) what my teachers always point out about people's portfolios in class.
I think you should do a render of each model with "Force Wireframe" or a wireframe material, instead of having the wireframe on top of the gray material. Would be easier to see.
Mentat7
06-18-2003, 01:51 AM
They look good if somewhat bland in their generic poses. My suggestion would be to bone them and put them in action poses appropriate to their design. This would show the quality of the mesh..ie that it will not tear or deform poorly when animated. Just my humble opinion. :thumbsup:
Stygian
06-18-2003, 01:56 AM
I know I should know how but how do I "force wireframe" in max ?:shrug:
Nevermind I found it I was still using the vray demo :)
LostSoulč13
06-18-2003, 03:56 AM
there is a chek for it in the render menue under Max default scan line buffer A
Good luck on the intern and yes posing them would be a good idea.
Prs-Phil
06-18-2003, 10:07 AM
hmmm yeah what the other guys said :)
What company are you going for ?
If you ask me, your polycount is way over the top for models like that, you can cut down alot in the eyes. They could do with much less and youŽll get the same look.
Your arms have a weird style, looks like you have invented a new muscle around the ellbow area.
Thats my point of view ... good luck :thumbsup:
FatherGlory
06-18-2003, 08:28 PM
You don't need them textured and posed if you just going to be a modeler. Posed might be nice, but maybe you could just do that by bending verts and face groups to the pose you want instead of wasting time boning and rigging.
Here is a tip that might help the way your models look. You don't have to smooth shade everything. If you using max or maya give some things hard edges. Like U.S. Marines Drill Instructor. Give a hard edge around his collar, tie and belt...etc. You can do this with Smoothing groups in Max or select edges and use normal soften/harden in Maya.
:thumbsup:
Beastie
06-18-2003, 10:39 PM
One thing thats off on all the models is the chins. They are too pointy. If you squared out the jaw alittle more and fix the chins and lips to match they would all look alot better.
Stygian
06-18-2003, 10:48 PM
ok thanks for the crits I'm gonna try to address them all this weekend.
@prd-phil the extra muscle is it on all of them or just the knight he has an elbow cop on that does throw the arm profile off a bit in that pose .
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