I'll be honest, this car is one of my favorite pieces, and I don't have a whole lot of critique for it. I was learning a new modeling workflow (starting with curves to create NURBS and then converting to polygons afterwards) and I think it was very successful. If I had to nitpick, I think the headlights look pretty flat, almost like decals, even though there are definitely many modeled pieces in there. It's probably an issue with the materials/textures used.
The animation of the robot is another really successful piece that I'm proud to show off. I haven't done a lot of compositing, so I was happy that it came along easily. As for some critique points I've thought about as I look at it now, I think the animation itself looks a little stiff, even for a robot. Also, I probably could've done a better job with the reflections of the room in the robot's limbs itself. To save time, I used the same background image, rather than using an image of the other side of the room.

This image shows the evolution of my design for the robot in the last video. I think the final model was pretty faithful to the original design, and I managed to keep it pretty low poly in general, which helped with render times. If anything, I would critique my original sketch, since it didn't address all of the issues with the robot's construction. I had to solve some design problems (such as the robot's joints, and how they were attached) while modeling, which is never a good thing.
Here we have a self portrait... and it looks like me. The major critique I have here is that some hair cards and/or hair geometry would've made it slightly more realistic. I played with a few variations, but had to cut them in the interest of time. Overall, I still like it though, and think it looks pretty good for a low poly game resolution model.
Moving on to the full body self portrait, I think it may be a bit too low poly. I relied too heavily on photographic texture, and didn't use enough texture in the zbrush sculpt / bump map itself.
Here we have a regular plain old crate. The successful part is the fact that it is extremely low poly and will work great in the game engine. The rough part is the low resolution on the textures, creating a pixelated look. Ideally, I could've found some way to smooth out the image/angles or redesign the pattern so that it wouldn't look so jaggy in the close up. Luckily, it won't be viewed that closely in game.
This is a game environment running in Unreal Development Kit. I think it worked out pretty well, although maybe I could've done a little more. It might've been nice to see some other buildings between the main scene and the far away billboards.
The low poly trash can looks decent. I think the difference in specularity between dirt and metal is pretty good, but I think the lid needed a little more detail.
Here's a character design. While I like the design as a whole, something seems off in the perspective of the guy's arms. For some reason the shading/coloring on the boots stand out well, while the rest seems to go a little flat in places.
Here's some hand drawings. I like them, and think they're pretty accurate. To make them better, I think some light shading could go a long way.
This is a clothed figure drawing in charcoal. It's one of my favorite drawings I created during my clothed figure drawing class. However, I think some of the shading goes a little flat in the darker areas.
This is another drawing of the same model (who's actually a friend of mine). While I think its a strong drawing, I believe the angle of her foot, and possibly hand seem a bit off.
This drawing is more of a study in shape, so there's not much to crit. It would look much better without the smudges, but time hasn't been good to it.
Double Clicked Comics is a webcomic that I created along with a friend of mine. The image above is the cover of a printed collection of strips that we did a few years ago. I don't have a critique of the design as whole, since it was using previously created art from our strips, but in printing, the blue ended up really deep, and I think it could've used a slightly lighter shade.
This Charger model isn't as well created as the Camaro (its much, much older), but I really like the shader I created for the paint. I think the car would work well as a background piece, but it's lacking a lot of the details that it would need to be featured.
This is a pretty cool photograph I took for a photography class. It actually won a contest and was featured in the Pingyao International Photo Festival. If I had to do it again, however, I would've considered the reflection in the plasma ball. If you look closely, you can see the interior of my dorm room at the time, and it's not very interesting. There probably could've been some really cool interactions if I'd paid more attention to the reflection.
And we'll end the critique with a stump. It's a pretty decent ZBrush model, but I think maybe the texture smaller grooves could've been accentuated some more than they are.