Beer glass scene creation
This course contains a little bit of everything with modeling, UVing, texturing and dynamics in Maya, as well as compositing multilayered EXR's in Photoshop.
# 16 26-11-2013 , 03:39 AM
honestdom's Avatar
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Hey man, I'm not a fan of the Zelda game as it is. I think it looks too perfect, too cg. There isn't much in the way of textures and because the model is really basic it doesn't really show off what you have to offer.
I'd grunge it up a bit with some scratches or something as an example of texturing or would just ditch it.
If not, then I would just have it rotating. There is no need for it to be closing really as you can see it all in the turntable. Also the occlusion render is over exposed so you can't see much.

I'd ditch the background for the horde hunter. It doesn't tie in with the lighting so there isn't any point in having it. If you keep it then make the lighting work better.

Last thing... yeah black background arial font. I wouldn't even use your logo or anything. Feels less professional to me.

my 2p's worth.

Cheers

# 17 26-11-2013 , 03:58 AM
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Ok cheers man will look at as well.

I'd ditch the background for the horde hunter. It doesn't tie in with the lighting so there isn't any point in having it. If you keep it then make the lighting work better.

The background is the lighting for the hunter - its a hdri image, so I'm not sure why your thinking that.


# 18 26-11-2013 , 04:52 AM
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hmm thought you might say that, in which case it might be the shaders. But it feels like you have a big area light or something above the model.

I'd draw some circles round stuff but can't be bothered right now (bed time - I live in Montreal these days). You can see a big long white highlight. that's all I would have circled.

I'd check that the HDRI is float... or did you just compress it before you used it as a backplate? It looks pretty blocky to me.

https://fbcdn-sphotos-g-a.akamaihd.n...18520454_o.jpg
top left corner you can see the compression, and middle spine of the model you see the highlight.

Not sure how much time you have, so maybe just ignore me. user added image


Last edited by honestdom; 26-11-2013 at 04:55 AM.
# 19 26-11-2013 , 11:38 PM
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Hmm I wonder, since the reel is primarily about models, would it be better to ditch the environments altogether and use a consistent method of presentation for each item? Like clay shots(possibly turntables) followed by wireframe overlays. This way, it pulls focus to your modeling skillset. I think if you have textures on some and not others then those 'others' can end up looking unfinished so that may be something to consider.


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# 20 27-11-2013 , 02:18 AM
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ah yeah, well its not my call obviously, but I wouldn't have this focus on modelling. I think it should be more of a generalist reel. The reason I say that is because the models that I see on modelling reels are all zbrushed up even the hard surface stuff. I just feel that's what employers are looking for if they need a modeller.

good luck whatever you decide.

# 21 27-11-2013 , 06:11 AM
Gen's Avatar
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ah yeah, well its not my call obviously, but I wouldn't have this focus on modelling. I think it should be more of a generalist reel. The reason I say that is because the models that I see on modelling reels are all zbrushed up even the hard surface stuff. I just feel that's what employers are looking for if they need a modeller.

good luck whatever you decide.

Good point. Decisions decisions!


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# 22 27-11-2013 , 02:32 PM
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You can ditch the back ground even if its for rendering just put the objects into layers and turn of the visibility for the corresponding object. You only need render out the model....

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