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A jam submission

Lewis Barnett Weapons ShowcaseView project page

A small selection of pieces from my University work
Submitted by Barney_III (@Barney1705) — 12 hours, 32 minutes before the deadline
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Play Weapons Showcase

Lewis Barnett Weapons Showcase's itch.io page

Results

CriteriaRankScore*Raw Score
Mesh Quality#14.2504.250
Presentation Quality#14.2504.250
Material Quality#14.0004.000
Overall#14.1674.167

Ranked from 4 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • The modeling quality is really good. A few minor details missing from some of your vector attachments but that is me being nitpicky. Homefront guns look really blocky and do not demonstrate your modeling skill. Materials are a great base, however you can go more into depth on the details, look into more colour and roughness variation along with some unique features like scratches, oil, and dirt. Your models are too clean right now. As before I would remove the homefront guns as they don't represent your current skills. The presentation quality is really good. I really love what you did with the vector. It's by far one of the standout pieces this year. The lighting is very nice.
  • Meshes are very well detailed with great use of form and shapes. You have stuck very well to the original pieces you are basing these on and have a high degree of details included. Your use of materials is fantastic with attention being paid to the placement of rust, dirt and damage in exposed and protected areas. Your detailed renders are fantastic, especially your Render of the Kriss Vector on the stand with the lighting on the floor and from above, this is a fantastic hero piece render and very impressive. However you’re letting yourself down by not including breakdown shots of the technical aspects of your work. Shots showing your assets at multiple orthographic angles, showing wireframe and information such as polycount, Materials used/Textures, Texture size/resolution, High poly with basic material renders are a great way to show off the technical side of these assets and express your knowledge behind these assets. I would recommend looking at the many Asset Breakdowns on ArtStation for inspiration in presenting this kind of information and incorporate it alongside your impressive beauty shots.
  • Stunning set of assets here! Overall the mesh quality is top notch, the general shapes are not too vastly complicated but they fit the purpose exactly. I would love to break this down further with a wire frame but unfortunately there isn't one as far as I can see. From what I can tell it looks great, my only concern is some areas such as the handle of the rifle comes across as a little too faceted and some extra polygons would not go amiss.would be nice to see some more organic forms explored on these models, maybe some more signs of sculpting work before baking would really lift this piece to another level. The materials are great, there's a clear understanding of wear, rust and grunge. I would like to have seen a wider range of roughness/metallic values across the surface (namely the handguns). I like the bold metallic surfaces again but adding duller areas from dust would really show a next level of attention to detail. Presentation wise for the most part you've nailed it. It's interesting but simple and shows me everything I want to see (beside the wire frame and textures of course). Unfortunately some of the pistol renders feel a little out of focus, would love to have seen them sharper, and don't be afraid to display as a higher texture resolution for a beauty render, they can always be downscaled in game! The presumably keyshot render looks great and the lighting on the rifle is stunning. Well done!

Portfolio Website
https://www.artstation.com/barney_iii

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