Wednesday, May 27, 2009

Art Test

I took an art test for a company in the Chicago area recently. Here are some renders. Comments welcome.




1 Comments:

Anonymous Anonymous said...

Almost there, I like what I see, this piece is coming along nicely. This is what I would like to see to make it really pop: 1. Ambient occlusion pass, or if you want to play it like the game industry then bake out light maps and apply them to a second uv set as a multiply. 2. inverse square fall off on the lights (i think it is quadratic in Maya). For this you might also need some final gather, and global gi solutions to get the light to bounce around enough to illuminate the space (this could also be baked to the light map). Finally on the light notion, I would throw a texture map over the lights to break up the distribution of the light a bit, making it a little more uneven. Another good trick for this would be the use of IES Web distribution files to calculate real world fall offs and throw patterns on the lights. 3. this is not a huge issue, but watch the size of the details in your textures, some of the cracks looked a little big in places, but like I said, it wasn't outrageous or anything. Overall I really like this piece. The lighting is definitely the biggest thing you want to hit out of the park next. The lighting is actually good, so don't get me wrong, but with your experience and know how you can make it awesome. Good Job
PS. I know I haven't seen you around, so apparently you haven't gotten an offer yet, but if they are hiring I will put in a good word for you. -Dan Triplett

9:26 PM

 

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