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View Full Version : Vaughn Smith's Work for GDC


vsmith3d
03-04-2009, 10:28 PM
Game Developers Conference is coming up and this year I want to bring at least a hard copy portfolio. The last two GDC's I watched my friends show their work to companies and people ask me where's my work, and I had nothing to show. I'm preparing early and have made images to print. Here is some zbrush work.

Any comments and critiques on presentation and layout are welcome.

vsmith3d
03-04-2009, 10:30 PM
Here is some low poly work and work I did on an animated short.

hadidjah
03-04-2009, 10:42 PM
That 3/4 view of the warrior looks eerily like Obama.:P

Awesome work man. Maybe have a shot of the low-poly models posed as well for your prints, their T-poses are very, very stiff...

dabu
03-05-2009, 12:33 AM
your layouts could use some help.

Less is more, Ill help you in class on Monday.

Id lose the last one of the cat and gorilla

vsmith3d
03-15-2009, 12:20 PM
Thanks Dabu and hadidjah for the C&C. I'm going to drop the Bandito screenshots and pose the Havok characters and use them in just my hard copy portfolio. I'm going to try to squeeze in a reel if I have time, but I have to make sure its done right. I've also decided to add an ox model I did a while back. I've posed it and now it just needs a little resculpting. I also got a new layout for the cognito busts. If its working I'm going to use it for Eisenhower.

vsmith3d
03-15-2009, 12:25 PM
Oh yeah, what would be a good a polycount for the ox as a next gen model.

BrandonJenkins
03-19-2009, 01:30 PM
Everything is looking really good, the only thing I would like to see is the whole short, which I imagine you'll have for your portfolio, but is there any way you can link it to a youtube posting?

And I wonder if the geometry would read better (for the wireframe on shaded shot) on Churchill and Eisenhower if there wasn't a glossy material on it? Great busts though, all of them.

Also, I really like the oxen model. It would look great if you wanted to do a next gen version of The Oregon Trail. Epic.


Caulk and float the wagon, or attempt to ford the river?

vsmith3d
03-20-2009, 08:51 PM
I started polypainting the warrior in zbrush to get a base pass in textures. I want this to be a game cinematic spec character. I want to replace the fur on his arms and legs with maya hair. If I run out of time I think I just might leave it out, or just resculpt it better. Comments and critiques are welcome.

josephine.auda
03-23-2009, 11:58 PM
your work looks good, but it is dark. Maybe you can add the shadow on where he stands and light up on him on his upper body. That is just a suggestion

rburke
03-24-2009, 09:13 AM
yeah the last guy could be brightened up a bit with some highlights, but if your going to spec map it im sure you wont need to paint the highlights really. however it is still a bit dark, like hes standing in shadow, but it is a zbrush screen grab so not much control over that.
When you do get this guy into maya i would say forget about maya hair. It is cool and useful , (and also similar to what next gen hair will be) but its also not practical for realtime stuff right now. However you could make some really sweet hair with planes and alphas. Then by adding a normal and spec map to the hair you can make it look really really good. There is a tutorial out there for normal and spec mapped hair, just google normal map hair. This would be quick and easy and look great.

Also you should make a image with all of the heads youve been working on the last few months. Your most recent ones are the best but it would be cool to show variety by just putting them into some poster type thing all looking at each other or something funny like that.