View Full Version : [Portfolio] Casper Thomsen - Newly graduated danish student.
09-15-2009, 07:29 AM
I finally pulled myself together and decided to join the Polycount forums and I thought I would start it all off by introducing myself, and hopefully get some feedback on my portfolio.
So, my name is Casper Thomsen, I'm an 18 year old student who just graduated from my 2. year at 3D College Denmark, where I was educated in using Autodesk 3Ds Max to create 3d. My dream has always been to create and evolve myself around of the biggest passions in my life, games.
After having tried pre-rendered stuff on my first year of college, I decided to jump into realtime rendering and low poly models.
My portfolio is at www.3d-artist.dk and it currently holds the work I feel like is worth showing.(The portfolio is still work in progress, and I'm getting all the texts checked for grammatical errors and so on, since english is not my native language).
As for software, I enjoy working in 3Ds Max, but I'm also thinking about trying out the other modelling suites and kinda get familiar with the software out there. Other then 3Ds Max, I enjoy using Zbrush 3, Unreal Engine 3, Photoshop, Crazy Bump etc.
So, I guess thats it for my short introduction. I'm currently in the planning stage for a little game enviromment that I hope to get done here in the upcomming month, so stay tuned :)
Thanks for reading!
Hi, your link doesn't seem to work. It's currently pointing to http://boards.polycount.net/www.3d-artist.dk .
I tried manually going to www.3d-artist.dk (http://www.3d-artist.dk) and the first time the page timed out, the second time it started loading very slowly. It keeps timing out - I'm fairly sure it's not my connection since other sites load fine, could there be a problem with your hosting?
The few thumbnails that I saw looked promising, though.
Same here. Takes quite awhile to fully-load.
09-16-2009, 01:07 PM
Couldn't get it to load either.
09-16-2009, 02:03 PM
It died the first time for me too. I refreshed it a few times and it seemed to load a bit more.
I'm not too hot on the layout, it looks like you used Word to make the pages?
09-16-2009, 02:42 PM
It's loading very, very, very slowly.
09-16-2009, 04:03 PM
The site loads fine for me (and I'm on a 1mb connection), but your site navigation is horrible. I'd seriously rethink your site layout, as the frustrations of easily navigating through your portfolio is detracting from your work.
Seriously, page loads > lots of images > email address and phone number. It's all you need.
09-16-2009, 06:22 PM
Oops! This link appears to be broken.
with google cached:
I get to see at least some of it
appearently the sub pages load just fine, so I link to some of them (hope you dont mind)
from what I can tell:
- nice renderings
- bad texture work (esspecially the http://3d-artist.dk/img/full/roadblock.jpg)
- I would ditch the road block because its the weakest piece + way to often covered by many others
not sure what makes out the loading problems but I suspect some fishy html/JS coding or some odd routing issues.
09-16-2009, 06:29 PM
Your all crazy, I got it loaded instantly :P
More then likely the hosters fault.
Your work is no were near game quality. Not a BAD thing at all. Its actually way above it. Lots of high poly, mental ray material renders. But if your gona put those two game assets in their, at least put it with something so that they are not so lonely.
09-16-2009, 11:56 PM
I agree with renderhjs. The roadblock is quite weak. Personally I'd try to come up with some creative assets which will make your portfolio unique in a certain way.
I don't understand why so many people out there have those dumpsters, roadblocks, hydrants in theier portfolio. Those pieces are great to directly compare your ability to other artists which did the same assets. For an employer wathing your portfolio it might be nice, because its easier for him to judge your work, but for you as an artist it might be not the best choice. As there are thousands of great roadblocks floating in portfolios you will always be compared to the very best of those.
So unless you can do a really kick ass dumpster or roadblock you should rather stay away from it.
Further impressions on your work:
It seems pretty much of your work isn't actually made for realtime rendering. So first thing to do is to get more lowpoly assets to show your abilities with the production of game assets.
09-17-2009, 12:50 AM
Sorry for the late reply.
I dont get why it loads slowly, loads fast on my pc, even after I've cleared all temporary internet files etc.
Thanks for the replies.
@Slave_Zero, it's true that my portfolio also has some pre-rendered stuff with it, but its mostly because if I want to set a foot in the industry(atleast here in denmark), I need to be a bit bendy and be able to apply for both pre-rendered and realtime jobs if I am to make any kind of living to start of :) And I completly agree with you on the part where there's to few realtime pieces, and thats why I joined Polycount, so I can kick it off and get started doing alot of them, and hopefully learn a few tricks while doing it :)
OK, must have been something up with the host last night - it's perfectly quick this morning :)
09-17-2009, 01:41 AM
Just wanted to point out, that I've only been doing game art for the last year at college, and that was only when we didn't have any project going on, so my portfolio will at the moment, have considerably more pre-rendered stuff then realtime, and that's why I joined up on polycount, to reverse it :)
09-17-2009, 07:04 AM
I would suggest trying to improve your texturing skills more - you obviously know how to use vRay with shaders but fully unique texturized objects would be a good next step if you want to enter game or real time works.
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