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created Mak Malovic - Environment Artist Portfolio
on 03-04-2012 12:05 AM
Hey everyone,
My Name is Mak Malovic and I'm an environment artist. I would really appreciate some critique on my website and portfolio.
Lately i have been trying to level up my hand-painted texturing skills, so im working on a new scene atm. Will post some screens soon.
Thanks!!
http://www.malovicmak.com
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21 Posts,
Join Date Dec 2011,
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my new project
Last edited by MalovicMak; 03-12-2012 at 12:19 AM..
Reason: update
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The scene is very early on, but any critique is welcome and appreciated. I'm trying to nail that WoW style.
Thanks, Mak
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Join Date Dec 2011,
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Hey Mak!, It's good to see that you are still developing as an artist.
I like your grass and dirt texture but your stone is fairly weak. This is due to the spacing and you could make the edges a bit more defined/sharper. The wood is getting there the defined dark strokes are a nice touch but the rest of the strokes look messy and not organized or as wood would naturally flow. also the most important thing i noticed texture wise is the style aren't consistent.
Mak this is just my opinion but firstly i would model out the scene and nail the silhuotte (can't spell) and match the scene to the concept.
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, line,
86 Posts,
Join Date Apr 2011,
Location los angeles, CA
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Hey Shawnell!
Nice to hear from you. Thanks for the Crit. Yea i agree with you,the stone isn't done yet for sure. The bark texture is from another scene i started, but put on hold. Yea im still modeling so keep checking in plz.
Thanks, Mak
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21 Posts,
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is that grass rendered or painted? (or a combo)
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, vertex,
38 Posts,
Join Date Jan 2012,
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bggivenb -
grass texture is painted from scratch
grass in scene is a combo, grass texture and grass mesh.
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, null,
21 Posts,
Join Date Dec 2011,
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oh yeah Mak, also I would say what ever your poly count is now you should double it! A good way to look at it is next gen is upon us don't go crazy just be efficient. add divisions where need be to influence a stronger sihloutte. also if you've played the latest MMO's the texture size and polygon count is pretty high
star wars the old republic
guild wars 2
tera
diablo (i think)
so dont limit yourself too much, take liberties where you see fit.
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, line,
86 Posts,
Join Date Apr 2011,
Location los angeles, CA
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Your website is simple. Which is good. You put your work out front which is what people want. However, your environment work is lacking variety. It is very evident that you are inspired by Blizzard. Try to do some more realistic work to bring some variety back into your portfolio. Also try something other then Fantasy, you have demonstrated that genre well enough, but you should try Sci Fi, or just anything other then Fantasy.
I would also maybe make a separate portfolio for your 2D work, you have a lot of character work which might confuse people since your advertising yourself as a Environment Artist, and not necessarily a Creature/Character Artist.
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, spline,
205 Posts,
Join Date Feb 2010,
Location MI
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Hey Mak!
My only real complaint with your scene is that the proportions are off. The stone wall in front of the house are much bigger. Also the trees in the scene don't match the trees in the concept.
I think that axe is pretty good. Could use a bit more to it maybe. I don't know if you heard but there is a DarkSiders II art contest you might be interested in entering here on Polycount.
When it comes to your website I would advise that you make it that the pictures pop out. I wish I could click on them and get a closer look at your work.
I agree with samcole. Maybe a blog for your 2D work would be a good idea.
Keep up the good work. I look forward to seeing where this scene goes!
- D. Carmine
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, line,
58 Posts,
Join Date Apr 2011,
Location L.A.
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Thanks for all the input guys, will be posting some new pics soon.
I will sculpt the stone wall in Zbrush, making the house a bit more high poly but still wanna keep it somewhat low.
I know the wall is kind low, in the concept its pretty high and the in-game version of it is about as low as mine, i think they made it a bit shorter so you could traverse over it. So ill find a good medium.
The tree is not the one ill use for this level, was kinda just testing it out, or i might use it as just another kinda tree, with different textures.
My next scene is definitely going to be sci-fi hehe.
Thanks Everyone, Mak
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21 Posts,
Join Date Dec 2011,
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[IMG]  [/IMG]
A bit of an update.
I don't like the stone wall texture,it will be changed, ill also bring it down further, so there is not so much of it.
I like how the shingles turned out.
There will also be an interior, but that's where ill have to break off from the concept and make some wiggle room!!
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I think you might want to scale the shingles up a bit along with the stone on the house. I like what you have so far  The butterflying on the corner of the houses wood support kind of bugs me too.
Hope that helps.
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76 Posts,
Join Date Jan 2011,
Location Amherst MA
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Daily Update:
Fixed a few things, once the building is textured, then ill start texturing assets and windows and such, which will bring some color to the mix.
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Any reason for modeling the inside of the house? Are you planning on having a camera fly through of the interior?
-D.Carmine
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58 Posts,
Join Date Apr 2011,
Location L.A.
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Hi,
Affirmative on the fly through. Ill make stuff to fill up the inside (pictures, rugs, furniture, etc.). Might do a day and night transition as well.
Thanks, Mak
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Hi everyone,
For now ill just concentrate on nailing the shot from the concept. So just need to do a few more things (different foliage, sky dome with moon,fix the lighting, and after talking with a friend decided to break up the wall a bit and create some unevenness, and also add some foreground elements.
Thanks, Mak
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