1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Off-Topic

Demo Reel

  • Rick_D
  • May 3, 2007 at 8:33 PM
  • ⌐■_■
    • May 4, 2007 at 6:13 PM
    • #21

    Ok, it was actually z7 being a little bitch again, but I got it showing. Your work looks fine, but I'd DEFINATLY have more attention paid to the leveldesign!! It drags your work right down with it..

  • Rick_D
    • May 8, 2007 at 4:58 PM
    • #22

    OK PLZ GUYS Give more crits the last batch helped me big time, I just need to wrap this up so if anything stands out as utter shit then shout and I will try and fix it, thank you in advance!

    DOWNLOAD ME!

  • Whoot
    • May 8, 2007 at 5:43 PM
    • #23

    Much better! Good luck with finding a job

  • Buddy
    • May 8, 2007 at 7:26 PM
    • #24

    Downloading ... goes slow for me, I will give You some c&c when I see it.

  • Meotwister
    • May 8, 2007 at 8:03 PM
    • #25

    ah much better rick. It wouldnt hurt to put more stuff in there but this one's a lot better. Good luck with a job man.

  • Rick_D
    • May 8, 2007 at 8:25 PM
    • #26

    Well I've now had crits that you might as well show "30 seconds of awesome work than 30 seconds of awesome work and 30 of alright work".

    So I'm thinking of ditching a bunch of stuff just on principle - and maybe even spending some time and filling out with some more awesome stuff and bag a load of the mediocre shit.

  • skdr
    • May 8, 2007 at 8:36 PM
    • #27

    I think you should combine those building render scenes to one and not leave some bits to the end. Also, I'd render some beauty renders of the models, not just plant them around to random scene that doesn't look so good.

  • Buddy
    • May 8, 2007 at 8:39 PM
    • #28

    First, the demo reel is imho too big in size, begining and end are a bit too long, remove the fade ins/outs, they are useless, make it more like just few seconds, not more.

    Make some colored lighting for the main piece, show it all at begining, make the scenes a little shorter, my guess the door piece is a bit too simple for being a separate part of reel, the level design part, that jungle environment drags whole thing down..., same for cementary, it's just that the quality between those and the first building seems to be diferent, and now after watching this reel I'm not sure if the building was done during your productive days and result was rather lucky or You're really can produce all stuff on the same level. My thoughts are that You should either get more expierience / more bigger pieces done , if I'd be You, I'd join some mod team and atleast year after think about looking for real job, You would end up in much better place than with what You got now.

    Don't get me wrong with this.

    Can't say anything other than wish You good luck whatever Your decision may be.

    Best Regards,

    Bud.

  • Rick_D
    • May 8, 2007 at 10:20 PM
    • #29

    :roll:

    I wish to do environment art not level design for a start - I work on two mod teams and a small independent game, there's a big difference in making lots of small pretty generic models for generic games rather than spending time on a large scene (which I did with the building) - what I could always do is rip the building apart, show beauty renders of the individual models and then show them all together and fuck everything else off - however, it seems that everyone has a different opinion, some people say it's ok, others don't like it, some people think it needs more stuff - others less stuff. So frankly buddy I don't think your "Wait another year" plan is very practical.

  • ifO
    • May 8, 2007 at 10:20 PM
    • #30

    *edit* In response to buddy:

    Hmm I don't really agree, the reel shows stuff of differing quality but if anything that shows Rick can create props that are detailed as well as relatively simple.

    It does seem the building is Rick's proudest work but there's nothing wrong with that. There's nothing to say you must have X number of high-quality pieces before you may look for a job. One large detailed scene is enough to show you have the skills and patience to make a large detailed scene, no?

    This reel is def much better than the last. Good luck to you getting a job Rick, I'll be interested to hear how it goes. Are you looking for work mainly in the UK or are you hoping to move abroad? (I noticed the +44).

  • Rick_D
    • May 8, 2007 at 11:10 PM
    • #31

    I want to leave this country - I know where I am going to apply so I am trying to get some opinions from artists who already work there. I do appreciate criticisms, but telling me to wait another year and join some mod teams (things I have already done) don't fill me with high spirits - I want to know if the reel makes an impact not if you think I can't model for shit

    But I agree with some things and not with others - I am just trying to get an overall consensus that it doesn't suck a bag of shit, once I reach that I will apply.

  • Furyo
    • May 8, 2007 at 11:38 PM
    • #32

    Rick, don't wait anymore. Give it your best shot, and always remember that the best feedback you can ever get isn't here on Mapcore, it'll be from those persons who turn your applications down. Always ask them for more info on what was wrong.

    In other words, your future potential employer is the only one who knows what he wants to find in you. We can't know, and you neither until you send those applications out.

    Good luck

  • FMPONE
    • May 8, 2007 at 11:53 PM
    • #33

    Most of the stuff looks pretty good but I'd be more worried about quantity than quality, compared to some 3d artists I've seen there just isn't alot of work in the reel.

    I do agree with Furyo though, just apply. Its not as if you're going to transform into a different person in a month or two when you've got a new project completed and it will suddenly make you desirable if you never were, you should apply and see what people think of your work now.

  • Rick_D
    • May 9, 2007 at 3:39 AM
    • #34

    Thanks Furyo and Pone, that's some really good advice to be honest. I've got some good feedback on previous versions and if I spend another month on further scenes I'm just pushing back time I don't really have.

    I'll write up a resume and give it a go, and let you chaps know how many times I get rejected ;D

  • Dodger
    • May 9, 2007 at 10:08 AM
    • #35

    it's ok to get rejected, it's the people not the games that's different

    seeking up a new company is just another chanse.

    actually joining the mod team gives you more chanse to learn how real life works in work, and it makes you a better mapper/modder/modeller etc.

  • Rick_D
    • May 9, 2007 at 2:55 PM
    • #36
    Quote from Rick_D

    I work on two mod teams

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  3. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  4. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  5. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  6. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  7. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  8. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  9. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™