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Liam Tart - Environment Artist

  • PogoP
  • February 28, 2011 at 1:30 AM
  • PogoP
    • February 28, 2011 at 1:30 AM
    • #1

    Hey guys!

    I've been swamped down with uni work over the past few days (you may have seen some of my stuff posted in various places around Polycount), but I've set aside some time this weekend to get my portfolio online.

    It's my first real attempt at HTML so apologies if it's a little buggy. Do let me know if anything is not working correctly!

    http://%7boption%7d

    A few examples of my work:

    [Blocked Image: http://www.liamtart.com/images/final_beauty1.jpg]

    [Blocked Image: http://www.liamtart.com/images/fantasy_dungeon1.jpg]

    [Blocked Image: http://www.liamtart.com/images/ModelSheet_Chest.jpg]

    I'm really looking for some feedback on pretty much everything in my portfolio, except for the earlier level design stuff. I am about to finish university and I am so excited to start looking for jobs, and I really want to push everything up to university standard.

    My plan for the next few months after university is to model a load of tools that my dad has in his garage (he has the most amazing collection of weird tools, that I've never even seen before) using subdivision modelling, and make low polys and texture them all.

    I think my environment shows my understanding of environments as a collective, but I want to focus on some smaller pieces now to fill in the gaps. I want to add a lot more to my portfolio!

    Anyway guys, crit away! Seriously, anything. Even if its so miniscule that you think 'nah I wont mention it'; mention it!

    Would just like to say thanks to everybody who has helped me out on the WIP threads (models, screenshots, textures etc), you've really helped me progress as an artist. Thanks to HP and Mino for putting up with my incessant questions throughout the past few months!

    Thanks,

    -Liam

  • sarge mat
    • February 28, 2011 at 1:47 AM
    • #2

    Still really love the Fantasy Dungeon. How did you find staffs over all then as you are getting near the end?

  • Minos
    • February 28, 2011 at 1:48 AM
    • #3

    I love your work. I'm sure you will find a job in no time.

    The only thing I'm not too fond of in your portfolio is the apocalyptic scene. Sorry to be brutally honest but it's not on par with the others. The assets look great individually but the overall environment is really unpleasant to look at. The lighting doesn't make much sense and the contrast is brutal. The asteroids even make the scene look like it was made on bryce or other weird 3d software

    If I were you I'd remove the asteroids completely and redo the lighting from scratch. I'd go for something more among these lines:

    http://xbox360media.ign.com/xbox360/ima ... 652796.jpg

    http://xbox360media.ign.com/xbox360/ima ... 840237.jpg

    http://xbox360media.ign.com/xbox360/ima ... 031372.jpg

    Good luck with the job hunting bro!

  • PogoP
    • February 28, 2011 at 1:50 AM
    • #4

    It's ok. You have to do a lot of learning in your own time (Mapcore/Polycount ftw), but it is a pretty decent course. The lecturers are all really nice and down to earth. There are definitely better courses, but at the end of the day it's all about how dedicated and passionate you are!

    Mino - Thanks dude I always appreciate your comments. That's the first bit of negative feedback (dont worry im not offended) I've had about the Apocalyptic environment, and it is very refreshing. I'll definitely look at re-doing the scene, it was fairly rushed because it was for a university assignment and I had other stuff to do at the same time.

  • dux
    • February 28, 2011 at 2:54 AM
    • #5

    The dungeon scene is super pro sauce and your portfolio is nice and simple. I'm gonna jump on the bandwagon here and agree with mino about the contrast in the asteroid scene. I just think the lighting needs a bit of tweaking is all, a reduction in contrast a definite.

  • Mazy
    • February 28, 2011 at 12:53 PM
    • #6

    Great portfolio and a pretty good site~don't have any real critique, I'm sure you'll get a job in no time

  • PogoP
    • February 28, 2011 at 2:12 PM
    • #7

    Thanks guys. As I said to Mino, I will look at the cornfield environment again and get it sorted. I do want to work on another environment to show a bit more variation and how I have progressed since doing those already on the site, so I'll have to fit this re-work in alongside that and all my uni work.

    Let me know if you see any jobs going in the UK, I'm currently on the look out for work after uni. Even if there are jobs going abroad that you think I should apply for, do let me know!

  • Pomperi
    • February 28, 2011 at 2:56 PM
    • #8

    Good job dude!

    Not much to add really. A well rounded, content rich solid portfolio with simple navigation. My only suggestion would be to change the font for the text to a sans serif font to make it look less busy, but that's nitpicking.

  • PogoP
    • February 28, 2011 at 3:08 PM
    • #9

    I was using Myriad Pro but for some reason a lot of people don't have that. I'll change the default font family!

  • sarge mat
    • February 28, 2011 at 3:12 PM
    • #10
    Quote from PogoP

    It's ok. You have to do a lot of learning in your own time (Mapcore/Polycount ftw), but it is a pretty decent course. The lecturers are all really nice and down to earth. There are definitely better courses, but at the end of the day it's all about how dedicated and passionate you are!

    Yea my more or less my own thoughts, gona switch to their gameplay and production degree for the second year though. Anyway good luck with the job hunt!

  • PogoP
    • February 28, 2011 at 4:08 PM
    • #11

    Ok guys, I've been messing around with as much as I can without changing artwork, as I'm away from my main computer atm. Let me know what you think to the updates.

    Here's a changelist:

    -Gave a little more information about the level design projects and included a download link for the TF2 map. Also included information on what exactly 'Black Mesa' is.

    -Fixed up the jagged-edged Polycount icon.

    -Changed the thumbnail images for Level Design and Handheld to show that there is more than 1 project contained within.

    -Changed some of the descriptions for Handheld/Mobile to be less wordy.

  • Jenn0_Bing
    • February 28, 2011 at 4:32 PM
    • #12

    Awesome stuff, making me feel behind as I should really have mine updated I guess

    I know the poly-count logo is meant to be green, but it sticks out from the cool blue style of your site, maybe make it blue to fit in?

  • PogoP
    • February 28, 2011 at 4:42 PM
    • #13

    Ok good idea, I'll experiment with it Mark.

    Your stuff is amazing though, don't worry about not getting a job ;D

  • dux
    • February 28, 2011 at 11:44 PM
    • #14

    I know this is random, but your name reminds me of custard. I like that.

  • PogoP
    • March 3, 2011 at 9:05 PM
    • #15

    Hehe, Tart! I love my name

    Been working on this model for the past couple of days. Trying to speed up my workflow and practice subdivision modelling too. This is the new layout style I want to display individual renders with, I'm going to update my entire folio with this new style. It's going to take a while, but hopefully it'll be worth it!

    [Blocked Image: http://dl.dropbox.com/u/7557268/Website/Website/Images/ModelSheet_Transformer.jpg]

    [Blocked Image: http://dl.dropbox.com/u/7557268/Website/Website/Images/Textures_Transformer.jpg]

  • PogoP
    • March 4, 2011 at 5:43 AM
    • #16

    Ok, I've re-vamped the entire first 3 sections: "Apocalyptic Cornfield", "Fantasy Dungeon" and a new section: "Tools Project". Check it out to find out more!

    By 'revamp' I mean I've updated all the images to have a little more detail and show off models and textures a little more. They now all share the same watermarks at the bottom, so the site reads a little better now.

    Now I can start cranking out some more assets, stay tuned guys!

    http://www.liamtart.com

  • e-freak
    • March 4, 2011 at 8:57 AM
    • #17

    Tbh i'd put Quarry and Black Mesa first on the page. These are the best things there and I'd guess it's most attracting. Scenes that show t hat you can work with an engine can come later - they are just there to show that you know toolsets (although they are great).

  • PogoP
    • March 5, 2011 at 2:03 PM
    • #18

    The level design stuff isn't really what I want to show though really. It helps to have it up there, I think, as it shows an application of environment art and that I know what to do with assets rather than just make them and not put them in engine.

  • Vilham
    • March 6, 2011 at 1:07 AM
    • #19

    Yeah if you aren't looking to be a designer do what your doing.

  • PogoP
    • March 7, 2011 at 9:02 PM
    • #20

    Hey guys, got a little update for you.

    Been working on a modular building set, as I realised my 'tools' project was going to be really similar to Scott Homer's (a guy over at Polycount, recently employed by Crytek UK) environment that he's working on. I'll carry it on when uni's over, I reckon!

    This piece uses 2 1024 textures, one for the top half of the building (brick section) and one for the bottom half (shop fronts).

    [Blocked Image: http://dl.dropbox.com/u/7557268/Bric…ilding_wip1.jpg]

    Loosely based off this:

    http://%7Boption%7D[Blocked Image: http://upload.wikimedia.org/wikipedia/comm…lon_Montana.jpg]

    Next step is to make the building modular for UDK (splitting it into re-usable chunks), and texturing. Then I need to make individual props and the surrounding street for it too. This is so much fun!

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