My first Unreal scene Warpub WIP

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User offline. Last seen 6 weeks 4 days ago.
Posts: 12

 My first Unreal scene Warpub WIP feedback welcome!! This was created agter watching the great tutorials The Old Pillar and Hires fountain although need to fully work through the fountain but picked up loads from em already!!! Also will update my work latest work here and on my blog http://jsmorganblog.blogspot.com/

 Also is there going to be a getting a character into UDK Tutorial???

cheers guys!

User offline. Last seen 38 weeks 7 hours ago.
Posts: 178

Pretty well done for your first.  I like the ambiance of your scene.  A few things to consider...

 

1.  Some of your normals are way too high, mostly on the ground and walls.  Seems to be a lot more noise in them than should be.  Your scene shouldn't look like it was normal mapped, it should look natural and have variations of depth.

2.  Your camera movements on your show reel are way too fast.  Slow them down and give everyone a chance to see what you have created.  From my experience, an Art Director would pass on this reel, not because of the quality of the work, but because he can't get a sense of your content.  Slow it down and if you have to cut out some of the animation stuff.

3.  One of the things that AD's are looking for is not someone who can do it all.  Find your specialty and stick with it and make everything jaw dropping.  A portfolio with a few awesome pieces has a better chance of getting a person a gig, than a portfolio filled with low quality stuff. (your art is not low quality, don't think I'm saying it is)

4.  Cut out some stuff on your reel.

5.  If you are going for a 3D Artist position, ditch the whole demo of the rigging and control nodes.  Like I said, decide what you want to be, then go after it like a madman.

6.  The music to your reel is sorta bothersome, maybe find something else.

7.  The last part of your reel when the models are spinning, way too fast.  Makes you look like you didn't plan out your reel to provide everything ample time.  Like I said, cut some stuff.

 

I think you have a great start here.  So for your next round...Cut some content, find your specialty, and blast us with what your good at.  You can't be good at anything if you try to do everything.

 

Hope this helps.

User offline. Last seen 6 weeks 4 days ago.
Posts: 12

Thanks Jake for the valuable feedback I have updated the cams at the start and I agree is to quick I think I get dictated by the tempo pacing of the music Smiling I will update the Normal maps soon when I next look at the textures as there are a few other fixes for me to do...

p.s Great work on your site especially the dragon statue Smiling

User offline. Last seen 2 years 12 weeks ago.
Posts: 24

Great reel! Smiling

Shows a lot. Smiling

As your instructors have most likely mentioned, coming out of the gate (school)  show you can do a lot.  To a company that's a higher return on investment. 

If you choose to specialize, that's best left once you're established in your industry.  For now in my opinion, great work, and showcasing much skills is attractive to a game studio.  VFX studios generally desire specialists, game studios, generalists give the higher return on investment for the nature of the product.

As long as your web portfolio showcases stills and texture maps of your environments, that should be more than enough for an art lead to evaluate your skills.

Great time to be an environment artist.Smiling

Thanks for posting the reel! Smiling All the best to you! Smiling

As for getting a character into UDK.  Youtube is your friend on that one.:)  Plenty of tuts. Eye-wink

User offline. Last seen 6 weeks 4 days ago.
Posts: 12

Thanks for the comments IsmailW and I will check youtube later:)

User offline. Last seen 10 weeks 5 days ago.
Posts: 121

Very impressive indeed....keep up the good effort and make some adjustments as described above.

-Malakum- what have we become?

User offline. Last seen 38 weeks 7 hours ago.
Posts: 178

 

IsmailW wrote:

Great time to be an environment artist.Smiling

I wish this was the case...things have gone down the hole the last year.  Slowly picking back up, but not like it used to be.  Now that everyone is trying to do Indie, most of the Environment art positions have been dissolved.  They are still around, but not as much.  As I am in the job market right now, and have been browsing job boards, I have noticed this decline in Env. Art positions.

 

@jsmorgan - don't go too crazy on your skill set, trust me studios want to see quality and a refined skill. Not a hand basket of ok stuff.  More than likely, it would be easier for them to hand off to one of their Seniors, or Leads or less experienced artists to take care of rather than taking on the cost of hiring someone who doesn't really know what they want to do, including the ramp up time it would take to get them rolling on the project.  Find your passion and go for it.  You still being in school is a valuable time to get on the ball and find your skill set and master it, 'cause take it from me, once you start working 9-7pm not including crunch time, you have no more time to experiment with your own skill set...usually when you get home the bed, tv, and a beer are your friends.

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