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alecmoody

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Posts posted by alecmoody

  1. Is the cartoony feel of the geometry just coming from how simpified it is? The poly budget is pretty low since this is just a map prop. 1800 of the 2800 polys in the cab model are in the wheels.

    I think the cartoony feel comes from the flat and very simplified shapes and surfaces. The model would certainly benefit from a normal map that gives it back some 3d detail for a more realistic look.

    I saw the following truck today in the portfolio of a former coworker. This should give you an idea what i'm talking about. As you see the model itself is quite low poly too but the normal map adds quite a lot of nice details:

    33xj042.jpg

    That truck looks great but wesley wants no interior, normal or spec masks for these.

  2. I think some more material variation would be nice. Could the words 'hope' be written in either stainless steel or some other sort of cleaner metal (not cast iron since that will blend right in)? A reflected highlight across the stone or wood with a well painted mask would add a lot too. Maybe put some lights in the tunnel in the last image you posted to create some rim lighting on the benches and a few reflected highlights on the floor and walls?

  3. Wheel texture from Kamaz? :)

    - this big barrel thing on the back of the truck is way to small. Proportions are not cool.

    I took the wheel photo years ago but I doubt it was a kamaz because It was shot in the US and you don't see a lot of them around here.

    I scaled up the cement barrel significantly. I cant change the proportions of the truck bed itself because all the possible back ends have to fit together.

    My main point of critique for that truck is that the art style is very unclear. The geometry is very cartoony while the texture goes in a photorealistic direction.

    This would work better as a portfolio piece if you would give it a cartoony TF2 style texture and it would show possible employers that you can do different styles.

    Is the cartoony feel of the geometry just coming from how simpified it is? The poly budget is pretty low since this is just a map prop. 1800 of the 2800 polys in the cab model are in the wheels.

    Dump truck texture work and enlarged cement mixer:

  4. Ned

    it seems a little unreasonable to run noscript and then when you do encounter a script to react negatively.

    When I designed the site one of my criteria was large images. designing for just 1024x768 would mean my images shouldn't be taller that 500px, I want the layout to look good on 24" widescreens as well as older machines running with CRTs at 1280x1024.

    About the choice to to horizontal scroll. I think I mostly addressed it up top but I will elaborate.

    I chose a horizontal scroll because I like how it sits on the page and how it works well combined with windscreen monitors. To me scrolling vertically feels less designed.. maybe because its the default behavior. Also I can pick a common pixel height and then change the aspect ratio and still get the images to line up which is important since vertical resolution is more restricted by toolbars and monitor aspect ratio than horizontal.

    Visually I want all my images to line up, in a vertical layout they can share a common width and the height can change, in a horizontal layout the height stays the same and the width can change. Since vertical pixels are more restricted because of toolbars and monitor aspect ratio and my images are nearly all in landscape format, it makes sense to use a horizontal layout. Im not quite sure why some people have such a reaction to using their horizontal scroll bar or clicking their middle mouse button. Its less work than navigating a series of thumbnails.

    My original design was going to try and use the least interface possible by putting all my work into a grid where new images span rows and elaborating and supporting images would be in columns. It turns out that is really really confusing to view because the idea only makes sense if you can see a large enough portion of the grid at once to understand the structure.

  5. more of that info is in there but my website doesn't support that small amount of vertical resolution. 1024x768 support is iffy and you have so many toolbars that the usable res is below what is compatible (about 555 vertical pixels in your case). I will try and build a third smaller version for 1024x768 and below.

  6. thanks for the feedback. I chose a horizontal scroll because I like how it sits on the page and how it works well combined with windscreen monitors. To me scrolling vertically feels less designed.. maybe because its the default behavior. Also I can pick a common pixel height and then change the aspect ratio and still get the images to line up which is important since vertical resolution is more restricted by toolbars and monitor aspect ratio than horizontal.

    about the iphone thing: Going through the IP logs of my old site layout I found a surprising number Iphone users. It was probably about 1/8 of my visitors.

  7. I just redesigned my portfolio and added some new content. My goal was to create something with the least interface and still maintain organization while allowing for large image sizes (and no flash). I also wanted it to be easy to navigate on an iphone.

    Screen resolutions of less than 800 pixels high may have trouble (1024x768 works in chrome but not firefox's default layout) but mobile devices should work fine.

    http://www.alecmoody.com

    I am looking for employment (SF bay area), and critique on the website.

  8. okay, i have been adding soot and grime.

    ginger: Can you elaborate on what this means "The tread area looks bare as its got that plate covering the bogey wheels, so can either keep it real or remove it to make it look more interesting or cut "access" notches into it."

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