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Jamie Callow / Level 4 / Games Art

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#1
SirJammy

SirJammy

    Junior Member

  • 27 posts

Hey guys, I've not long joined the University to pursue games art and love anything and everything to do with 3D / Art for games. I'll highlight some of my work here but I'll leave my ArtStation below which has more smaller things on it. Any feedback or advice would be appreciated as usual & I'm thinking of using this post to post progress shots of my Uni work.

 

ArtStation: https://www.artstation.com/sirjammy

 

Twitter: https://twitter.com/SirJammmy

 

 

VDyuh0M.jpg

BzbMnkb.jpg

SeDFT9A.jpg

jamie-callow-radio.jpg?1488498227

jamie-callow-chair-3.jpg?1488493701

jamie-callow-sci-fi.jpg?1487457454

jamie-callow-pap.jpg?1488488209jamie-callow-capture.jpg?1488487078

jamie-callow-capture.jpg?1488464282

JkeHqwE.jpg

 

 

jamie-callow-cartoon.jpg?1488416872

jamie-callow-cartoon1.jpg?1488419071

 

In-game stuff:

 

jamie-callow-highresscreenshot00039.jpg?

 

jamie-callow-highresscreenshot00040.jpg?

 

 

 

jamie-callow-highresscreenshot00041.jpg?

 

 

VQJl2hD.jpg

 

 

 

 

Some drawing work:

 

 

 

jamie-callow-man-figure.jpg?1488403364

 

 

jamie-callow-img-20150317-123511.jpg?148

 

d8roxF2.png

 

zqqzO8o.gif

 

 

 

(Ran out of image space on my post so check out my ArtStation for a few more bits)

 

 

 

 

 


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#2
JansenM

JansenM

    Member

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  • Gender:Male
  • Location:Hatfield

  • Work Thread

Mad quality of work! I'm expecting great things from ya!


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#3
Doxturtle

Doxturtle

    2nd year Games Art

  • 441 posts
  • Gender:Male

  • Work Thread

Great work, you'll definitely be ready for the 2nd year projects. 

 

Don't have much crit for your models, the texturing and topology is pretty solid. On the generator there is a big section where it is fairly easy to see the tiling of the material, going in and just panting out some of these scratches would fix that easily. 

 

OpKSvDo.png

 

Isn't too big of an issue, but attention to detail is always a good thing to show off :)

 

The chair looks good but I feel like these bits look a bit odd:

 

3ItQc4J.png

 

To me it feels like the hard angular edges kind of clash with the curves of on the rest of the chair. When you look at leather chairs the back tends to be fairly rounded and the cushions aren't as square. 

 

beSG7c6.png

 

3qPfRUO.png

 

If you have ref for these features, feel free to ignore me. There are also some faint diagonal hard lines on the surface of the cushions, not sure if they are intentional but it might be worth taking another look at the high poly. 

 

Kind of nitpicking with the crit, but I guess that's a good sign :D


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#4
SirJammy

SirJammy

    Junior Member

  • 27 posts

Thanks for the feedback man :) I actually didnt even notice the repeating texture, but Ive known what was wrong with the chair for ages. Only reason i didnt change it was because its a really old model, even before i knew highpolys existed lol. Hence the flat, blocky feel.

But thanks for the response :)

Edited by SirJammy, 07 October 2017 - 11:22 PM.

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#5
HyperAtom

HyperAtom

    Junior Member

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Holy cow dude, you're modelling and level design stuff is insane! Teach me your ways please? 


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#6
SirJammy

SirJammy

    Junior Member

  • 27 posts

Started my table model a few days ago and decided to go with a vintage, antique look. This is the top trim of the table at the moment. Keep in mind I'm doing the high-poly first.

 

Any feedback would be appreciated.

 

Lyr6SWL.png

 

wIgd2UD.png


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#7
Teeteegone_

Teeteegone_

    Artist Aspirant

  • 31 posts
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  • Location:Hatfield

  • Work Thread

jesus christ, jamie, c'mon

 

how're we supposed to compete with this


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#8
Lluis Cavalcanti

Lluis Cavalcanti

    Senior Member

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Looking crazy good there, I'm looking forward for more of your work.
Ask Lewis about the triangles you got on that table mesh.


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#9
A.R.Ch

A.R.Ch

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wIgd2UD.png

 

I really like the idea of a vintage look and try to avoid triangles as much as you can. I know you're in games art but in this project make sure your topology is clean.


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#10
SirJammy

SirJammy

    Junior Member

  • 27 posts

Thanks for responding :) But yeah, I'm keeping topology in mind for the high-poly, but if I have a few tris on my highpoly that should be fine since I'm baking it onto a lowpoly. So when It comes to the low poly I'll be aiming to make topology near perfect.



#11
Tom_mccall

Tom_mccall

    Third Year VFX

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Noice stuff dude, enjoying the texture work on some of your older works.


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#12
SirJammy

SirJammy

    Junior Member

  • 27 posts

I've been doing some sketches for my Digital Art assignment and would love for some feedback.

 

I'm planning on having some interesting focal point on the left that's lit by the sunset, and has unique shadows casting from it, so maybe an old staircase with tons of 1800 harbour items clustered underneath. Also, it goes without saying this is an early W.I.P and its quite loose at the moment:

 

ehVhbWX.png

 

I also did a sketch today for another idea but It went slightly wrong and just looks warped:

 

07b87f68d5c409eac7d8c51e058512a6.png


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#13
tweedie

tweedie

    3rd Year Games Art

  • 284 posts
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Your 3D stuff is really nice, I especially like the industrial units. For your street concepts, I think you definitely want to push your values more, currently they're a bit grey and lack some strong lit areas / highlights. On the first image, the windows are facing the sun, so I'd expect them to be much brighter (especially the most distant ones, because of fresnel). Even though its at sunset you want to make good use of value range. As for having the focal point on the left, I'm not sure if that'll feel a bit shunted to one side, especially when the building is very central and quite dominant at the moment. I look forward to seeing that polished up though because its a solid start :) 

As for your second sketch, I actually think it's got some potential. Took the liberty of a quick paint over, I haven't bothered matching any architecture, so the blockout buildings I've added would actually need some thought behind them, but if you knocked out the central building I think it'd be a more natural composition. Obviously as you said some of the perspective needs fixing, but I actually think it's a more interesting image than the first one and has a nice framing to it. 

lJc7iBF.png

Just some thoughts anyway, good luck with the rest of the project :) 


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#14
SirJammy

SirJammy

    Junior Member

  • 27 posts

God damn man! Thanks for all that!! I'll definitely take everything you said into consideration as well as work on the sketch now. You've given me something to do now :) Thanks a ton.


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#15
SirJammy

SirJammy

    Junior Member

  • 27 posts

This is only the right building but what you said about pushing my values really helped: (Old vs New)

 

Thanks so much :)

 

QBoHxUv.pngD27PEz0.png







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