View Full Version : 2006 Demo Reel!
02-05-2006, 06:57 AM
I finished my demo reel! :) right now I am attending Savannah college of Art and Design. 5 weeks left of my college career.. and after 4 years of education.. ONE minute and 30 seconds will decide If I am able to get out there and find a JOB..:cry:Please feel free to throw me any comments! It will help me improve this reel! So i can make some changes Before I send them out to real world :banghead:
Thank you very much.
DEMO REEL (http://www.yellowsayshello.com/images/3D/DemoReel06_Feb3.mov): http://www.yellowsayshello.com/images/3D/DemoReel06_Feb3.mov
WEB SITE (http://www.yellowsayshello.com/): http://www.yellowsayshello.com/
once again Thank you...
P.S GO Steelers!!
02-17-2006, 07:14 AM
02-17-2006, 08:44 AM
Hey man, nice stuff, cool reel. I liked most of the stuff overall, one area I didnít like so much, was when the girl was displayed twice, it would be a cool fade, from her rotating, to her back, but I found it a little odd to see both at once.
I thought you did a good job keeping stuff low polly. The textures really made it feel alive, while you conserved geometry.
02-17-2006, 04:23 PM
Gettin out of college and lookin for that job. Been there. No pressure right?:)
Watching your reel I cant deside whether your modeling primarily for games or film. If your modeling for film, you may want to scrap the texures and do some more detailed(or put more detail) on the models. Perhaps the ones you used for the normal maps. Speaking of which. I'm not sure if it was the resolution of the demo, but the guy character and the girl character really didn't look like they needed a normal map. A bump looked like it would suffice. If your modeling for games, there could be a bit of improvement on the resolution of the the girl and her gear. She seems to have a bit too much in the feet hands and cloth she's wearing. I couldn't really tell though, cause the wireframe was hard to distinguish. You really need to move the camera closer to the models. Dont be scared to show it off. Companies want to see detail and quality. I noticed some strange edge looping around the top of the guy's thigh. Seems redundant, but again, the model isn't very close.
The best part of the reel is the beast. Very nice edge flow in the face. You might want to watch out for the detail in.... hum "the tail"(bad joke). Make sure you dont have edges that just turn and terminate in the back. The one I noticed was on the top of the base of the tail. You also need to maintain a uniform topology. Try and stay away from rectangles, keep it all as square as possible. Its better for texture placement and character setup.
Find a nice lighting rig, and rerender the environment scene. I cant see anything. It wouldn't hurt if you can find the time to do it for all the models. Maybe a GI setup or something.
I know you've worked your ass off on this stuff and you really dont want to hear any criticism on your work. But you have some good stuff. A few tweaks and your on your way.
BTW, change the music. Put something more lively.
02-17-2006, 04:23 PM
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