PogoP Posted March 4, 2011 Author Report Posted March 4, 2011 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! www.liamtart.com Quote
e-freak Posted March 4, 2011 Report Posted March 4, 2011 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). Quote
PogoP Posted March 5, 2011 Author Report Posted March 5, 2011 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. Quote
Vilham Posted March 6, 2011 Report Posted March 6, 2011 Yeah if you aren't looking to be a designer do what your doing. Quote
PogoP Posted March 7, 2011 Author Report Posted March 7, 2011 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). Loosely based off this: 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! Quote
deceiver Posted March 8, 2011 Report Posted March 8, 2011 Looking real good, looking forward to seeing the textures and sheets on that one! Quote
Pomperi Posted March 8, 2011 Report Posted March 8, 2011 Yeah, looks totally sweet so far! Looking forward to see where you're taking this with the textures. Keep us posted Quote
PogoP Posted March 8, 2011 Author Report Posted March 8, 2011 Cheers fellas. For your continued support, I grant you... Another screenshot! Now I'm going to bed because my eyes feel like they're on fire. Quote
Bunglo Posted March 8, 2011 Report Posted March 8, 2011 Looking killer, Pogo! Definitely got me thinking about doing a modular piece for my next scene. Quote
PogoP Posted March 8, 2011 Author Report Posted March 8, 2011 Thanks man, it's really good fun! The method of creation is sorta similar to how Mino did his sci-fi scene, making the texture alongside the geometry. Sometimes I made the geometry first, sometimes I did the texture first. The top half of the building was made by a combination of those 2 methods, and the bottom half was made texture first, geometry second. Here's an update on the texture. Just blocking in colours atm, and a subtle cubemap reflection for the glass (normal specular looks crap and is outdated for reflective materials). Unfortunately I may have to put this on hold for a little while though because uni work is sitting looking at me with disapproving eyes Quote
PogoP Posted March 9, 2011 Author Report Posted March 9, 2011 Little update for you guys. I've been working on the textures tonight. I don't want to detail the maps too much, as I want to explore vertex colouring for grunge. Thus, the maps are fairly simple, but detailed when needed. Let me know what you think fellas! Quote
Mr. Happy Posted March 10, 2011 Report Posted March 10, 2011 I like your stuff, though you might consider using a bit less text. One nitpick is that, at least when describing the black mesa, is you use the term 'orange box.' Which is right, but more source specific cause the dev textures are orange. The terms 'block-mesh (<---best)," "white-box" and "gray grid" are alot more common and I think you should try to be as general as possibly when describing techniques and abilities on a portfolio. I didn't read all the text or look at all the pictures because there is a lot of clicking, scrolling, and too much text. If you could reduce the clicking and scrolling a bit that would be nice. Ideally your main page with banner links to each project should not require scrolling, perhaps two columns? The download link for the TF2 level is small and easily missed. The levels page is a little overwhelming, try to break it up a bit more between projects (I know I said reduce scrolling and that's contradictory, but still!) I think your work is really good though! Actually I remember playing quarry alot when it first came out Quote
PogoP Posted March 10, 2011 Author Report Posted March 10, 2011 Ok Mr Happy, I'll try and reduce some of the text. A few other people have said that actually. I could use smaller thumbnails on my portfolio rather than those big ones. I'll definitely consider that. Quote
PogoP Posted March 22, 2011 Author Report Posted March 22, 2011 Worked a little more on this street environment. The French Awnings and lamp post have been made, as well as the alpha'd fencing on the top of the spire. Lemme know what you think! Quote
JeanPaul Posted March 22, 2011 Report Posted March 22, 2011 Pretty sweet. But, I dont like how the awnings just clip through the beams like that. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.