Forum Thread
  Posts  
MY portfolio (Forums : 3D Modeling & Animating : MY portfolio) Locked
Thread Options
Oct 4 2009 Anchor

This is my portfolio

Andysportfolio.webs.com
<!--Session data-->

Edited by: andy1318

Oct 4 2009 Anchor

Nice work man. It looks good.

Frandude
Frandude Cooler than the other side of a pillow.
Oct 5 2009 Anchor

Holy crap, very nice work.

--


I r gamer emo?

Oct 5 2009 Anchor

thanks guys!<!--Session data-->

--

<!--Session data-->Youtube.com<!--Session data--><!--Session data--><!--Session data--><!--Session data--><!--Session data-->

grinnock
grinnock Freelance Berserker
Oct 7 2009 Anchor

Nice work! What are you rendering these with? They're really solid, models and textures, but the jagged edges detract from the presentation.

razorb
razorb Indie Dev
Oct 7 2009 Anchor

i think you need to work on making proper game art and showing it as game art.. not just renders... needs to be realtime!

Oct 7 2009 Anchor

Yeah I am trying to find a good realtime renderer, and I am rendering them in Blender and Kerkythea<!--Session data-->

--

<!--Session data-->Youtube.com<!--Session data--><!--Session data--><!--Session data--><!--Session data--><!--Session data-->

grinnock
grinnock Freelance Berserker
Oct 8 2009 Anchor

I'd suggest UT3 if you want an in-game render, it's a good baseline for showing an asset ingame and it won't make you crazy with an obfuscated pipeline. Your models are really beautiful, but they look like museum pieces, maybe grime up the textures too.

SinKing
SinKing bumps me thread
Oct 8 2009 Anchor

You could try Marmoset engine for rendering. It has nice settings (lot of bloom though), which make for good and quick renders, imho. Thread:

Boards.polycount.net

Download:

8monkeylabs.com

(scroll down to toolset)

--

User Posted Image

Oct 8 2009 Anchor

for some reason marmoset doesn't work, does anyone know where I can download UT3?<!--Session data-->

--

<!--Session data-->Youtube.com<!--Session data--><!--Session data--><!--Session data--><!--Session data--><!--Session data-->

Orion
Orion The Chosen One
Oct 8 2009 Anchor

UT3 is an actual game... (Unreal Tournament 3)... not a rendering engine for your 3D models! ;)

Edited by: Orion

Oct 8 2009 Anchor

Alright, well are their any other realtime rendering programs I could use anyone knows of?<!--Session data-->

razorb
razorb Indie Dev
Oct 8 2009 Anchor

if you have no money then get dark places.. it can handle ur normal/specular maps if u have any.. orrrr you could just print screen from viewport.. thats all i ever do ;o in 3ds max tho!

kinesis916
kinesis916 King Of My Bedroom
Oct 9 2009 Anchor

Well Marmoset is good. Though I have yet to use if for screenshots, I only just got it all working right. But one you know how to do it, it is really quick and easy to get something up in it.

UT3 is rather cheap and should get Unreal Editor with it. And it is the Unreal Editor that you can use to show off your models and what not in realtime. I actually plan on getting this soon. Again as far as I understand it is real easy to get you models in and shown off.

I believe the Crysis Editor (Sandbox) comes with Crysis. I have no knowledge of what this is like, though it should make things look pretty.

Then you have Hammer which is valves one. Though as far as I have glanced it looks a pain in the ass to get your models into it to show off.

Then you have various viewport shaders for various programs. There are a couple I have for max, and max has a nice grab viewport tool so I don't have to cut it out in photoshop. I think I am correct in saying there is one built into blender (GLSL?) that might be something to look at before investing or downloading anything.

I don't know if I have been entirely correct with all that info, and I am sure there is more options. But it should be of some help to get you started.

As for your portfolio it isn't a bad start. I would recommend narrowing your work down somewhat to a few select pieces that you think are the best. Have a look around at other peoples portfolios and see how they have shown off their work to get some inspiration as to what you could do. But keep at the work you will get better, you already have.

--

Portfolio
Give me a job, NOW! Please.
grinnock
grinnock Freelance Berserker
Oct 9 2009 Anchor

I can back up what kinesis916is saying. UT3 is pretty cheap, $20 or less, and you get their engine to do with as you will. If you want to show something in-game it's the easiest in my opinion. It's got nearly all of the modern bells and whistles and it looks good in nearly any resume. You can make some very impressive shaders. I've heard good things about Crysis, but I've never touched it.

Do not use Hammer or Source to show your models unless you're already very familiar with it. I've spent a lot of time working in it and getting models into the game doing anything at all is a chore. Unless you like writing scripts, then by all means go ahead.

Personally, I don't think it's as important to show your models in an engine unless you're building levels. As long as you're honest with your polycounts and don't photoshop your screens no art director will hold it against you. There are far too many tools in modeling program's toolset not to use them.

Oct 9 2009 Anchor

what games DO you have? if you have doom 3 you can use one entity to display anything new you've make: you just replace the model lines & it's all set. I don't think anyone's hit a poly/texture limit on the engine yet.

EDIT: you have blender too, that can be used to simulate most game engine features.

Edited by: TheHappyFriar

Oct 9 2009 Anchor

Oh I forgot, I do know how to script and import models into source and can get them in the model viewer, so maybe i'll just use that<!--Session data-->

--

<!--Session data-->Youtube.com<!--Session data--><!--Session data--><!--Session data--><!--Session data--><!--Session data-->

Reply to thread
click to sign in and post

Only registered members can share their thoughts. So come on! Join the community today (totally free - or sign in with your social account on the right) and join in the conversation.