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rendering models for demo reel

Hello,

I’m a recent graduate with a degree in computer animation and sculpture and I am trying to prepare a demo reel. Can anybody advise me on how to present mondels on a reel? Should my renders by orthographic? What is good timing for turn arounds? Are there industry standard I should consider or adhere to?

Here are a coulpe of images of one model in a series I’ve been working on.

Critiques welcome.

Thanks.

You’re going to get a lot of different feedback.

I usualy look for presentation of what you are strongest at, and what it relates to with current/upcoming projects. If you can show versatility or a specific path you prefer that will provide a better understanding of you, then that is best. I also like to see concept through to final to see your thought process and how to best utilize you in production and specifically how well you can follow through. If you have help (animation, rigging, texturing, etc.), keep that stuff for the end, present yourself and what you do upfront and quickly - just think how many demos the average place gets in a year.

I also suggest making several demos, keyed to specific jobs, just like a resume should be unique for every employer, you are showing the prospective bosses you did your homework on them.

All the best. Oh yeah, nice images, but they could use some work. Peruse many if the students works posted on the forum to get a jump on the critiques. Great start though. :wink:

Welcome.

My teacher said something similar today. But it was more in regards to cover letters. Very nice model. A little lumpy, but its defintely on its way. You aren’t showing everything though, and demo reels tend to show 360 views and closesup from all angles.

I’ve been told that one demo reel isn’t enought and that I should have several edits prepared that highlight specific strengths. Is it better to emphasize one aspect (i.e. modeling, rigging, animation) per reel then to have a single reel that shows highlights and demonstrates an overall understanding of the animation process?

Here is an image of the entire model. The head to body ratio is 1:9 with the scale at 2m. I wanted it to have an elonged and statue esque quality. Once I have the rig worked out a little more, it will be in controposta (hopefully).

Helpful critiques always wanted.

Sculpt, rig, and pose revised.

Hi Chris,

Nice model! I like how you’ve presented the model, with the surface anatomy revealed. It does seem like the head is a bit small for the body–but given it’s a fantasy character, maybe that’s in the concept. It also seems the muscles around the neck are too small to support the large horns which seem to be planted deep in his skull. How are the horns used? For fighting, rooting out food, or. . .? Great start, though!

What is the head-gear all about?

The “headgear” is the skull exposed (or atleast it is supposed to be). Any advice on shaders that look like bone?

Am I missing something? The dude has got horns :slight_smile:

That would be the “Headgear” I refer to.

I am not trying to be rude… I was just curious.

Hey elixir,

I didn’t think you were being rude (and I didn’t mean to sound rude either :slight_smile: ). The character is supposted to be a demon/ lucipher.

Head of another model in the series. SSS shader test.

I am not an anatomy perfectionist or anything…I just wanted to say this style of modeling to me, with exposed meatage, looks very kewl.

thnx for sharing,
Ron

ps. so that’s what we look like before the fat sets in:D

I much prefer the second model… That’a a pretty good SSS shader

This last one is especially good. :slight_smile:

I would love to see larger renders of them too. :+1: :+1: