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spawn73
09-09-2003, 06:55 AM
Check out www.jeffcavitt.com and contact me.

Open for freelance work or relocation to on site work.

spawn73
09-10-2003, 11:31 PM
Feel free to comment if you do not wish to e-mail me.

-Cav.

bleu
09-15-2003, 08:16 PM
Hi, I think you should specify that you're looking for a modeling job.

Why! because:
Your modeling is good. (not perfect, sometime you lack a lot of detail on close up, except on the x-wing, who seem highly detail) (sure close-up is not always necessary, but if your showing one make sure it's good, broke mask could tell a lot more story if it had more details, like connection between mask element)

but your texture is average (again don't do close_up with low-rez texture, that un-professionnal, and I believe texture of brick is only good for away shot or video game of course, if you want to get the camera as close you did, you should model a few displace brick and put them in place, it take a little bit longer, but you can't get any real then that, and the color is not exactly wrong, but definitely to flat)

and the lighting is really bad (sorry for that, it's all ok for your character posing shot, but it really don't fit the composite tentative with the building, and you have no real key-light on the x-wing)

Well overall my big advise to you (it a very good advise once told to me before my time in the industry) is that an employer always remember the bad part of a work. Never put a piece of work that it is not perfect for an employer to see, unless it's specified WIP and you show progress rapidly. Try to be as much specific as possible, if you want to be a modeler than show great model without the texture, because if they're bad, they might just make him think the model is wrong to. Also specified if it's for game or film, it is very different technique that require different expertise.

Personnally I would say that you're not there yet, but I was once were you are (i've learned using lightwave to) and I know you can get it.

Good luck in your future project.

spawn73
09-15-2003, 10:35 PM
Hi Bleu,

Thanks for the evaluation, I appreciate the feedback very constructive. I do have a question on the texture for the close-up, hopefully you can help me fix it. The texture on Brok's(big muscular guy) head is 1500 X 1500 .iff format. How big does it need it to be?

I have received other comments saying that it doesn't look finished. I should probably post the reference images from the artist. Brandon Peterson works as head of special projects at Crossgen Entertainment/Crossgen Comics. This was his design. Our director Jeff Scheetz, used to be a big dog at Foundation Imaging. Both of them gave me the all clear on completion of the model. Unfortunately he is only in one shot of the trailer, which is the first shot on my Movies page. So not to be defensive or anything, but I was told to move on and that it followed the ortho views and design to the T. I will use your advise in my future models.

Again I am taking your advise and will end up redesigning my images section. Probably post my reference images, and most likely take you up on just posting models without textures.

I see your point on employers remembering the worst piece. So which pieces do you recommend me removing or changing? That would also be helpful.

Thank you for your time, and the great response. Very helpful.

Cav.

:beer:

bleu
09-16-2003, 05:58 PM
Hi Cav!!

I'll first present myself a little bit better, I'm actually a texture/lighting professional, this is why i'll try to give you as much information on those two. But for modeling, I think you're way better then me. And don't get me wrong, the brok character look very good at a certain distance (it explain the all clear on completion), but you want to put a close_up I would add a lot of "candy" detail. (candy detail are all those detail that when they're there, people don't really give attention to them, but when they're absent it seem empty. example: those little metallic volcano that puff off is head, they seem to have no goal, adding detail can add a lot of history to those, like are they use to plug something, or What!!, it's your call) It look like this character has a burned face (by acid or fire, like freddy Krueger), if I were you, I would model something like three layers of skin, an under layer of red muscular and nerve skin, a middle layer a hash dark skin to transit with the third layer of almost normal, but still really ill skin, you see my point, on close_up, the more the better)(like those brick I told you about, same concept)

Now about the resolution problem. 1500x1500 is probably to big (strange answer isn't it). The rule of picture format is simple. It always depend on your final format, if it go to video, the final resolution is 720x480, so your high_rez texture doesn't need to be bigger then that, unless there is a full close_up on the eye of the caracters, then this picture, and only this one will need a appropriate resolution. But if your animation is going to film then all your high_rez must fit a 1 resolution. This is why it's always good to do animatic previsualization and camera_layout first. So you know what you'll see and how close to them you'll get. So no need to spare time on modeling or texturing part you'll never see, or won't get close enough.(no need to add modeling detail to brok if you don't get close). Personnally I built my picture very high, then I separate them in differente folder (hr, mr, lr) to keep the same name to all. So depending on the shot I simply change the path to get optimize render. So when I look back at your picture I've figured out why it look so low-rez, I think it simply because you did'nt work it out enough. To have a good texture you must put At Least the same amount of time you took to model, Minimum. It seem like you simply put a big bump map, this close it should be a deformation map, with a totally different less proimminente bump map. You also need a color map with a lot of meaningul color variation. As for the bump map, one is never enough. Play with differente blur and sharpness intensity to get more complexe result. Same for specular map and reflection map (for is wet part) and on and on...... And pay particular attention to strectching, none are acceptable (only the one you'll never see), and you have a lot of them.

So, once you'll make those great model (simply shad or hopefully texture them with attention to detail) you'll need a proper lighting to give them justice. Just in case you would'nt know I'll cover some lighting basic knowledge: Key light, Fill light, Back light)
Key light: that the master key, where the official light source come from, this (or those) light are always specular (since specular highlight are simply the reflection of this light source so bright it occur on almost every material), the key light must be the stongest. Fill light: that the rebond light of the key light, in reality when light hit the ground it bounce to light the dark area, it must be much less strong then the key light and no specular (sometime you can duplicate a fill light and make it only specular and low its intensity to fill a little more bump, or to simulate rebond on metallic object who would do a little specular), put fill light as much as you need them, simply change it's intensity and color according to the distance of the rebond objects it's suppose to come from. Back light: don't try to find them in reality, they do not exist, but they're everywhere on tv. It a rim of strong light at the edge of a character, it's usually oppose the key light. It serve the purpose of separating a middle tone character to a middle tone background (it take it's origin from the black and white movie, where everything was grey) (with or witout specular it up to you and logic).

So in order to light your character, place a key light (the color and intensity are up to the mood you wish) to a 2/3 (or 1/3) of the character make another fill light with the same color but much less intensity to fill the in-between of the key light and fill light (for a more gradient cut) then place the fills lights to brings detail to the resting 1/3 (or 2/3) with a different color then the key light. It is important that we still feel that this zone is a shading zone. Then place a back light at is back diagonally (opposing the key_light) with a very very stong intensity (that just to help place the rim, a small rim at the edge of a character), then lower its intensity until it fit your need (its usually still stonger then the key light).

For shadow: They must all cast shadow. But only the key light sould have a shadow that hit the floor, all the fill and back must have shadow (shadowmap always give better result) but must not touch the ground. Make the shadow of the key a area light with an average scaling (that up to you, but indoor should be bigger for a soft look, an outdoor smaller for sharper sunny look, then duplicate this light to make a contact shadow...

About contact shadow: it's always better to renders the characters, the floor and the shadows (that hit the floor) separately, this new light you duplicate for contact shadow must not influence the character, so you render your first shadow done with the normal key light, then you render a new shadow with this new contact shadow light, the only difference is you make the scaling of the area light much bigger. Then you comp the two shadow together, so near the foot of the caracter not only will it be sharper (due to area light) it will be darker (can't get more real then this). Finally you comp the caracter with the shadow and the floor.

Has for the choice of character to put in your site web, I'll let that to you. If you look at this and you say yourself "it can't get better then this" then you're good. But if you feel that something is missing or is wrong, then, something IS missing (or wrong). (if you don't find it, post it here, someone will find it for you)

Hope it help you, and I hope I'll see development in the near future.

Have a nice day

:wavey:

spawn73
09-18-2003, 11:00 PM
Thanks for the tips Bleu! I will use these tips in my future efforts. Maybe you can drop me an e-mail, so that I can run stuff by you in the future? Thank you again for your time, you have been very helpful.

-Cav.
:beer:

3dnmator
09-22-2003, 11:09 PM
Hey Cav,

Nice work. Good luck in your job search.

:thumbsup:

spawn73
09-26-2003, 09:32 PM
Thanks 3dnmator.

I have a couple of freelance possibilities comming up. I would still prefer to find something more permanent.

-Cav.:cool:

spawn73
10-01-2003, 11:15 PM
:) I have added a new render of my current work in progress.

http://www.jeffcavitt.com/freelance.htm

I am getting back to it after completing another project recently. This piece is basically a personal project that gets pushed to the back burner when real work comes in. I am sure you guys know how that is.

I am thinking about posting it in the work in progress thread section once I get the eyes and mouth done. Work on some morph maps for expressions, and possibly show them in an image as well. The reference image for how he will look is two images below the render. Feel free to let me know what you think.

-Cav

spawn73
10-09-2003, 08:07 AM
I have had some very helpful critiques both on this forum and outside this forum. My new models are going through some serious clean up to get the poly counts down. Thanks to all for the tips and tricks. I only aim to get better, faster, and do the best job I can.

I am available for new projects either freelance or permanent.

-Cav.

spawn73
10-23-2003, 08:09 AM
For those who have seen the movie clips on my site. You can get a FREE DVD of the full short as well as other shorts and demo reels from: http://www.daveschool.com/

Go to the site and order the free dvd. Tons of great CG work on it!

Did I mention it's free? Can't hurt can it?

-Cav.:beer:

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