Final block out show reel, This is the last part for my personal portfolio development one, hand in copy will be better quality video unlike seen in this video. as it is a block out show reel I only wanted to capture what I intend to show on my actual show reel set, so using concept art and block out models to show camera movements. For this short camera movement I used UDK Unreal editor, as you can see the movement can be quite jittery at times for my final show reel these will be smooth camera actions, using set camera animation which I need to further my knowledge in to really show of my chosen environments, For the Turn tables I used Marmoset I found this is a great tool to see my assets in real time without having to export and upload various file types into a game engine this allows me to see wire frame, real time lighting and also allows me to apply all texture maps develop, I will continue to use this in my final show reel as the simplicity and ease of use allows me to show the viewer my asset breakdowns from textures to overall geometry creation.
Final Exit Plan
Short term - Time at University
This will be a short overall plan on what I hope to accomplish in the time I have left before I finish university, I will cover short term to long term design and development process' these will vary depending on time constaints and actions took.
As previously noted during my blog my last and next semester I will be working on two projects both which are give me a chance to work with 3D environments and enhance my overall skillset, So I will keep development of these two to the fullest of my ability as I hope to use these in my portfolio.
Both project should increase my skillset and give me more of an understanding of 3D environments the development of both will be consisted over this semester but for myself personally I want to focus overall on my actual degree and make sure I come out with the grade intended.
During my Christmas break I will be working on written work for my independent studies project in the hopes this will give me much more time to focus on the actual 3D aspect being the environment. I will also try to design a simple starting point for my online portfolio (Website) having this in place will also give me more time to focus on my 3D work.
Long Term - Post Graduation
Once I have finished University I plan to take one year out to focus on my portfolio, As I current stand I am not fully confident within my work and want to better myself before attempting to join a studio, as said before I will try and produce two very good environments from my last two projects, as I want to focus on the overall degree, this may not be to the quality a studio will look for, Taking a year out and just developing my already skillset will give me a better chance of having work of value. I will continue to refine my online portfolio to a state of professional standard.
Curriculum Vitae
I will work on a CV which is suited to my chosen job role (Environment Artist), Presentation should be easy to read while being informative, the reader should clearly understand what I plan to accomplish and my objective this will allow them to fully understand my specialist skill and what art department I should be working in.
I will make sure not to overload the reader with useless information and only priorities my skills and experience relevant to the company/studio in questions, speaking about personal experience and how it could help the chosen studio, All skillets and programs should be listed allowing the reader to take note of my capabilities e.g. 3D modelling, high poly, lighting.
This will be a short overall plan on what I hope to accomplish in the time I have left before I finish university, I will cover short term to long term design and development process' these will vary depending on time constaints and actions took.
As previously noted during my blog my last and next semester I will be working on two projects both which are give me a chance to work with 3D environments and enhance my overall skillset, So I will keep development of these two to the fullest of my ability as I hope to use these in my portfolio.
Both project should increase my skillset and give me more of an understanding of 3D environments the development of both will be consisted over this semester but for myself personally I want to focus overall on my actual degree and make sure I come out with the grade intended.
During my Christmas break I will be working on written work for my independent studies project in the hopes this will give me much more time to focus on the actual 3D aspect being the environment. I will also try to design a simple starting point for my online portfolio (Website) having this in place will also give me more time to focus on my 3D work.
Long Term - Post Graduation
Once I have finished University I plan to take one year out to focus on my portfolio, As I current stand I am not fully confident within my work and want to better myself before attempting to join a studio, as said before I will try and produce two very good environments from my last two projects, as I want to focus on the overall degree, this may not be to the quality a studio will look for, Taking a year out and just developing my already skillset will give me a better chance of having work of value. I will continue to refine my online portfolio to a state of professional standard.
Curriculum Vitae
I will work on a CV which is suited to my chosen job role (Environment Artist), Presentation should be easy to read while being informative, the reader should clearly understand what I plan to accomplish and my objective this will allow them to fully understand my specialist skill and what art department I should be working in.
I will make sure not to overload the reader with useless information and only priorities my skills and experience relevant to the company/studio in questions, speaking about personal experience and how it could help the chosen studio, All skillets and programs should be listed allowing the reader to take note of my capabilities e.g. 3D modelling, high poly, lighting.
Show Reel Story Boarding and Development
This is my final part before my actual block out show reel, I decided to make a quick plan of what I intend to convey within my show reel, I will be using concept art which I plan to use for my final year projects as spoke about previously, As these are planned for future development there is not anything of physical value to use within my block out show reel but this will allow me to produce exactly what I intended when I have finished development for these projects. All images will be annotaed explaing camera shots and angles, alongside basic description on timing and the overall duration per scene.
Environment timing
My show reel will consist of two environments, both from concepts art whcih slight variations depending on project, for the timing of the environemnts I plan to display each one for no longer than 40 Secs this will vary on overall size and time needed to show detail, the larger environment will run looking as the smaller will run less, I plan to be consistant with what environment I show at that time, I will not be mis matching during display time only what is revelent will be shown. My first environment will be depicting a scene from The Last Of Us this project it for my independent studies where I choose this scene and research into the development on art style I will be using the art style from the median of Comic books, The scene will be outdoor environment but will be very compact, show lighting skills and a more close up of textures, My second environment is based upon Ubisofts Assassins Creed 4 : Black Flag, this will be the smaller environemnt also outside but allowing for a more wider range of focal points, I plan to use concept are and re-create an small deserted tropical island, this will depict foliage and real time water techniques using shaders and more organic modelling techniques.
Turntables
My show reel will consist of two turntables one per environment, the first as its from a city scene some kind of car (vehicle) will be within the scene, this will be the first turn table lasting for a total of 15 seconds, Ive broke this up into three parts each getting 5 seconds each this will go across both turntables, the first 5 seconds offering the 3D asset spinning at an average speed, first in Low poly mode with wireframe to show model development, part 2 will consist of the high poly version, then it will end with Bakes low poly with texture in real time lighting. The second turn table will consist of the same timing and breakdown this will keep the overall continuity I want, The turn table will depict parts of the scenes foliage as this is a tropical scene, A small group of palm trees surround at their feet with small foliage such as grass.
Showreel Storyboard
Fig.3 showing camera destination with boarded sections, Moving across the environment showing off shaders and textures, As the camera reaches destination, the camera will then turn around for the next move.
Environment timing
My show reel will consist of two environments, both from concepts art whcih slight variations depending on project, for the timing of the environemnts I plan to display each one for no longer than 40 Secs this will vary on overall size and time needed to show detail, the larger environment will run looking as the smaller will run less, I plan to be consistant with what environment I show at that time, I will not be mis matching during display time only what is revelent will be shown. My first environment will be depicting a scene from The Last Of Us this project it for my independent studies where I choose this scene and research into the development on art style I will be using the art style from the median of Comic books, The scene will be outdoor environment but will be very compact, show lighting skills and a more close up of textures, My second environment is based upon Ubisofts Assassins Creed 4 : Black Flag, this will be the smaller environemnt also outside but allowing for a more wider range of focal points, I plan to use concept are and re-create an small deserted tropical island, this will depict foliage and real time water techniques using shaders and more organic modelling techniques.
Turntables
My show reel will consist of two turntables one per environment, the first as its from a city scene some kind of car (vehicle) will be within the scene, this will be the first turn table lasting for a total of 15 seconds, Ive broke this up into three parts each getting 5 seconds each this will go across both turntables, the first 5 seconds offering the 3D asset spinning at an average speed, first in Low poly mode with wireframe to show model development, part 2 will consist of the high poly version, then it will end with Bakes low poly with texture in real time lighting. The second turn table will consist of the same timing and breakdown this will keep the overall continuity I want, The turn table will depict parts of the scenes foliage as this is a tropical scene, A small group of palm trees surround at their feet with small foliage such as grass.
Showreel Storyboard
Fig.1 showing my title page which will be placed at the start of my showreel will last for 5 seconds then transition to my first environment scene, I wanted to keep the title very clean and professional I felt that this works very well, Also showing the logos of the programmes from my current skillset allow the viewer to understand what programmes I am capable of using.
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| Fig.2 |
Fig.2 Start of first environment, The camera will pan foward while leaning to the right hand side for more dynamic viewing angles.
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| Fig.3 |
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| Fig.4 |
Fig.4 Showing destination from previous camera angle, allowing for both sides of the environment to be shown, both with varied lighting this will show how I can adapt my lighting to fit unique enviornemnts. Ive placed the arrows to show camera rotation Arrow 1-2 will show camera rotation to each side, once this is done the camera will pan towards the car/light (Arrow 3.)
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| Fig.5 |
Fig.5 Will be the end of this environment, showing the final set piece being the car/vehicle in its bright light this will be parked in a dead end, I do not want the camera to be completely static so slight movment will be added before the transtion onto the next part of the showreel.
The transition will bring up the turn table of the vehicle showing polycount,texture maps, low and high poly model with final textured asset.
Fig.6Showing my second environment this is from my assassins creed 4, I have to work from a piece of concepy art, Althought this concepts art is a bit adventrouse, I hope to recreate the Island and sea, (Ignore Boat) once transition begins This will be showing of the whole environemnt as seen here from a dynamic viewing angle showing lights and water effets, destination Pan in towards Island.
Fig.7 Showing close up of small Island most distictive of Palm tree and water effects, The camera at this point will roate around the palm tree area and aim towards the bigger tree. as seen in Fig.8
Fig.8 showing bigger tree the camera will rotate around the tree this will show light seaping through the tree leaves showing lighting technique while ending on the distant sea. This will then transiton to the final Turn table will will consist of the foliage, Trees and grass also will be accomapnied with the rocks as this sets of the island concept.
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| Fig.6 |
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| Fig.7 |
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| Fig.8 |
Fig.8 showing bigger tree the camera will rotate around the tree this will show light seaping through the tree leaves showing lighting technique while ending on the distant sea. This will then transiton to the final Turn table will will consist of the foliage, Trees and grass also will be accomapnied with the rocks as this sets of the island concept.
House Style - Showreel/Image
As said previously in conjuction with the colour scheme for an 3D artist we produce 3D assets which are develop using various programmes and techniques and when presenting these 3D assets its good to add some sort of lable allowing the viewer to understand what programmes were used etc. also displaying information such as texture maps, poly count and wireframe this is very important to the viewer, gives them a more indepth understanding on how the asset in question was designed and developed this shows of your personal level of skill always show breakdowns when needed.
Presentation of images/renders
When presenting still renders keep in mind some kind of template in which you will always follow showing consistancy across various work, for example the positiong of the programmes (used) lables make sure in each still shot that they are placed in the same place, alongside artist name and other informations, this keep its constant and professional. For example as seen below from fig.1-3 the first two both offer the same position in information which keeps a very professional and clean concise feel, where as when looking down to fig.3 the quick change in the postion can really put of the viewer giving the asumption I just quickly placed this information in the last render.
Image information
You can add much more details regarding 3D assets as seen in Fig.4 but this can become over powering, this is a old piece of work which I created when first using UDK Unreal engine and first trying to produce an presentation shot, I think looking back this shot is displaying too much information and over powers the model, I found as Ive come on in understanding how to present my work, this model would work so much better if presented within a turn table, which would then allow me display infromation during the time table using fade in and out which would keep the main focal point being the 3D asset.
Presentation of images/renders
When presenting still renders keep in mind some kind of template in which you will always follow showing consistancy across various work, for example the positiong of the programmes (used) lables make sure in each still shot that they are placed in the same place, alongside artist name and other informations, this keep its constant and professional. For example as seen below from fig.1-3 the first two both offer the same position in information which keeps a very professional and clean concise feel, where as when looking down to fig.3 the quick change in the postion can really put of the viewer giving the asumption I just quickly placed this information in the last render.
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| fig.1 |
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| Fig.2 |
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| Fig,3 |
You can add much more details regarding 3D assets as seen in Fig.4 but this can become over powering, this is a old piece of work which I created when first using UDK Unreal engine and first trying to produce an presentation shot, I think looking back this shot is displaying too much information and over powers the model, I found as Ive come on in understanding how to present my work, this model would work so much better if presented within a turn table, which would then allow me display infromation during the time table using fade in and out which would keep the main focal point being the 3D asset.
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| Fig.4 |
Although this shows the information which is over powering there are also casing where as no information at all makes for a very bland presentation shot as seen in Fig.5 no information but the artists name and email address this comes across very arrogant not showing a break down of the models no matter how good personally this how I see this it may differ to employers but empolyers are looking for someone who can work well in a team and not just be looking out for themselves.
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| Fig.5 |
House Style - Introduction and Colour Schemes
House Style
House style is a preferred way of presentation and layout for the artist, from design and the layout theme used for graphical presentation, in terms of a portfolio this applies to all graphical aspects from renders (Images), Video presentation (Fly throughs, Turn-table) to the colour schemes and overall atmopshere representated, Finding your own house style allows your portfolio to be more unique and keep an overall consistency, to keep this consistency will be represented mainly within the colour schemes chosen but also with how your work is displayed postioning, software information and technical details such as poly count and wireframes, keeping a consistant house style displayed through out the portfolio shows your overall professionalism this is increased by focusing on the art and work and not trying to over do the surrounds, making things bold allows for easier understanding of the work.
Colour Schemes
While researching into portfolios I found that they prefered the clean and professional look, colour schemes consisted of variations of black and grey as seen in Fig. 1-3, all use this kind of bold colour scheme, I found that this helps highlight the actual main pieces being the work becuase of the light colours displayed within the work on this bold backdrop really helps push forward the images and allows them to stand out more, this show that the artist has full confidence within their personal and professional work which to a possible future employer will be reconsied instantly.
House style is a preferred way of presentation and layout for the artist, from design and the layout theme used for graphical presentation, in terms of a portfolio this applies to all graphical aspects from renders (Images), Video presentation (Fly throughs, Turn-table) to the colour schemes and overall atmopshere representated, Finding your own house style allows your portfolio to be more unique and keep an overall consistency, to keep this consistency will be represented mainly within the colour schemes chosen but also with how your work is displayed postioning, software information and technical details such as poly count and wireframes, keeping a consistant house style displayed through out the portfolio shows your overall professionalism this is increased by focusing on the art and work and not trying to over do the surrounds, making things bold allows for easier understanding of the work.
Colour Schemes
While researching into portfolios I found that they prefered the clean and professional look, colour schemes consisted of variations of black and grey as seen in Fig. 1-3, all use this kind of bold colour scheme, I found that this helps highlight the actual main pieces being the work becuase of the light colours displayed within the work on this bold backdrop really helps push forward the images and allows them to stand out more, this show that the artist has full confidence within their personal and professional work which to a possible future employer will be reconsied instantly.
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| Fig.1 |
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| Fig.2 |
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| Fig.3 |
Self-Promotion
Website Promotion
I will research into various way and tools to help promote myself as an artist, this is a massive aspect of being an artist not only does it help others see our work, but it helps future potential employers reconise our work as artists.
Websites are the main resource artists have to promote themselves, There are many types of websites resources we can use this will vary depending on the artist and what we need to promote ourselves, I have the option to fully design my own uniqe personal website which may be very effective as a final produce but this can take time and when promoting yourself time can not be wasted as potential jobs are being lost, there are many website in which allow the user to create there own site such as Weebly although some of the sites simillar lack the tools to fully edit the personal page this is still a starting point to get promoted, So I will look into various sites which offer easy and free set up website but also which are better in overall interface and which offer the user for a more unique experience for the user to customise the website to their own personal tastes as artists we like to make things our own and unique.
Weebly Is very simple and the overall interface it speaks for itself very easy to use, very clean and precise presentation with easy tools for customisation although it could offer a lot more in the sense of customisation, offers text,video and animation to your website.
Wix is very simillar to Weebly in a sense yet its much more customizable and proffesional and yet keeps its simplicity, they offer a wide range of customization from text, picutres, videos layouts and even backgrounds, they also offer a dedicated app which is optimized for smartphones allowing you to edit and customize on the go.
Social Networking

Many online portfolios offer links to their various social networking these range from facebook to the more proffesional sites such as Linkedin, I assume the generic sites such as facebook offer a more professional feel than personal, Social networking allows users to share and follow which can lead to being noticed by the right people, although such things as facebook and twitter can become off putting as they come across unprofessional, Also not social networking can be seen in massive communities based within forums such as Poly count, Epic games community forum and 3D motives these offer all kinds of artist to critque work and help each other out, as many people from the industary use these this is a great entry point for any starting artisit.
I will research into various way and tools to help promote myself as an artist, this is a massive aspect of being an artist not only does it help others see our work, but it helps future potential employers reconise our work as artists.
Websites are the main resource artists have to promote themselves, There are many types of websites resources we can use this will vary depending on the artist and what we need to promote ourselves, I have the option to fully design my own uniqe personal website which may be very effective as a final produce but this can take time and when promoting yourself time can not be wasted as potential jobs are being lost, there are many website in which allow the user to create there own site such as Weebly although some of the sites simillar lack the tools to fully edit the personal page this is still a starting point to get promoted, So I will look into various sites which offer easy and free set up website but also which are better in overall interface and which offer the user for a more unique experience for the user to customise the website to their own personal tastes as artists we like to make things our own and unique.
Weebly Is very simple and the overall interface it speaks for itself very easy to use, very clean and precise presentation with easy tools for customisation although it could offer a lot more in the sense of customisation, offers text,video and animation to your website.
Wix is very simillar to Weebly in a sense yet its much more customizable and proffesional and yet keeps its simplicity, they offer a wide range of customization from text, picutres, videos layouts and even backgrounds, they also offer a dedicated app which is optimized for smartphones allowing you to edit and customize on the go.
Social Networking

Many online portfolios offer links to their various social networking these range from facebook to the more proffesional sites such as Linkedin, I assume the generic sites such as facebook offer a more professional feel than personal, Social networking allows users to share and follow which can lead to being noticed by the right people, although such things as facebook and twitter can become off putting as they come across unprofessional, Also not social networking can be seen in massive communities based within forums such as Poly count, Epic games community forum and 3D motives these offer all kinds of artist to critque work and help each other out, as many people from the industary use these this is a great entry point for any starting artisit.
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