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Demo Reel


Rick_D

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Please give me some feedback on this, I will be applying to places as soon as I get this finished so crits are welcome, I've already reworked this a fuck-ton of times and built the graveyard to add some diversity (and threw in some other mediocre stuff to make it less boring).

Anyway, 70mb, quicktime format.

http://rick.abort-n-stuff.com//Misc/dem ... .com%29.7z

Thanks.

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thanks, my computer hanged because of your video that caused it.

anyway..

And that is clearly all Rick's fault. Rick you are hereby banished from the internets. Good day.

You already know I think your demo is seksy. The music is awesome :-D

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thanks, my computer hanged because of your video that caused it.

anyway..

Actual information would be nice; operating system, codecs installed, media players installed, version of quicktime, ram, gfx card, sound card - anything that may be of use to me to find out why it caused a problem. Just telling me it caused your computer to hang is like telling me you are an idiot. Tell me something I am not already clearly aware of, thanks :banjo:

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thanks, my computer hanged because of your video that caused it.

anyway..

Actual information would be nice; operating system, codecs installed, media players installed, version of quicktime, ram, gfx card, sound card - anything that may be of use to me to find out why it caused a problem. Just telling me it caused your computer to hang is like telling me you are an idiot. Tell me something I am not already clearly aware of, thanks :banjo:

then I'm going to tell you what you are not clearly aware of:

the biggest amusing fact:

In a weird way, you can become friends with your problems

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i really dislike that grunge brush filter over the entire video. doesn't do it any favor, imo and i don't see any reason for havin it. just distracts the viewer from the content. the details on the table could be shown in closeup, as well, I'd say. but apart from that it looks nice :)

the source models just scream for an ingame walk, imo. i mean renders and screens are nice, but nothing speaks more about the work's quality than actual ingame movement videos :o

I'd definately include that ! i know, you already put lot of work into the reel, but i think it'd be totally worth it :)

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mmhm perhaps - it took so long to render it out - and it does have lighting in there unless you mean a background with some heavy lighting akin to the graveyard scene?

Thanks for crits I will take them into account and make a short run through of the source level (I didn't do any level design, I should mention, just the props) - I'll look into putting a sky behind the building and rendering it with some more intense lights.

Do you think there's anything I should remove, or not have so many spinning shots (which don't let you look at the detail imho - just wanted something other than plain screenshots), etc

Anyway, thanks for crits.

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Lose the grunge filter, get a mapper friend of yours to do a more impressive scene of the Source stuff, maybe remove the grass-planes from the graveyard scene and maybe show only the textures/UVs of the Source stuff in full-view.

Good luck with your job hunting!

*By "more impressive" i mean something you can show up close. Right now its hard to make out any details.

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Okay here is my take on it:

I also "liked" the music but I found it to be quite out of place honestly, doesn't really give a serious impression :?

I also liked the building, but as mentioned before, it's getting way too much screentime in comparison to the other stuff. Maybe because it is the only scene you are really happy with and the rest is of less quality? Doesn't necessarily need to be that way, but it gives the impression.

As Acumen said, for instance foliage models, rocks, textures, the huts, the tower only get 2 screenshots. By the time I read through what you made in that scene, it's already gone again. Some close ups and ingame footage would be good here I think.

The dinner table scene looks a bit underwhelming, I dont think it's working to your benefit when you put it in the reel.

The door, the graveyard, the cart look solid I guess, but I'm not sure if that's enough for getting you a job as an environment artist.

I'm not an artist and I'm a bit spoiled by fancy next-gen shaders , but if you don't have enough "wow" material to show yet, you might want to sit down and crank out some more complex props and scenes and make sure you get it right the first time you send out the applications.

Check out some reels of other people who did environment art for the source engine. Stuff for ND, like S47ns or "Robert Briscoe's" reel ( http://www.littlelostpoly.co.uk/ ) come to my mind. Just to see what you are up to.

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