Train Locomotive I Modeled for a client. You can see more of my stuff here: https://www.artstation.com/manosl
CgManuil
Collect a LOT of references - you will always need more. Study them and break the piece down into conceptually isolated modules. Block the loco out and recursively increase the detail from your blockout, module by module.
You can treat this kind of asset as a composition of smaller assets - this is the way it would have been built in the real world too.
It's probably too early to be thinking about texturing this, but I expect you'll be relying less on trims and more on tileables. I would layer masks over the main chassis and modulate base colour for the body paint, rather than trying to map it to some area on a decal sheet, for example.
Your blockout should help make it clear what will need attention from hand-painting and what can be covered with tileable materials. I expect the bogeys and pantograph sections will need hand painted attention.
I did document my own process working on a similar model here, maybe it can be of some help to you?
rexo12
That flat looking /parallel normals approach has one more huge advantage . You could kill all the extra profile geometry in a next lod and it gives you no shading glitch at all when the lod is switching . It's basically same as Dx11 tessellation/displacement but much more efficient. You can set the switch distance very close to camera because of that.
i've never worked in a corporate setting but I think you are asking mostly for general leadership advice.
there's much written on the subject and probably at some point maybe you had some leaders you thought well of. there is no perfect answer for every situation, but in general if you actually care about the people you are in charge of, things work out.
Dont be afraid to take responsibility for others and get into their business. push some buttons and you'll learn what people respond positively to, negatively, etc. you just have to learn your people. don't try to make people happy, try to incentivize and reward them for being helpful. nobody wants to be treated like a baby, they want to be helpful and respected.
you can be an actual asshole and fake it all, check the right boxes, and be fine too i suppose. nobody really pays attention to anything. you know those types, they ask how you are doing but dont listen to your response. They are doing the 'good leader' things to do you can read in a book. It fools most people so i guess it doesn't matter. I find it much easier to just be honest and actually care. Dont have to remember to do shit that way, it just happens naturally.
if you are better than people at something, make sure you demonstrate it from time to time. If you aren't, just avoid doing it.
If you dont have anything to do, jump in and help the troops. If you dont have time, delegate.
Mostly you only need to provide inspiration and focus. The people can do everything necessary, just have to focus them on the right things at right time. Being in charge does not mean you are above the others in the team, it's just a different position. Somebody has to be free from low level details so that they can see how the team is moving towards the bigger picture goals.
Alex_J





EricElwell
Project done for collectibles with the mentorship of the amazing Igor Catto, at ICS school.
I was greatly inspired by the works of Marco Plouffe, Cedric Seaut and Nikolay Georgiev. Tried to depict hybrid humans, with artificial bodies and shared minds.
Hope you all enjoy! If you went troutgh all the post, thanks a bunch!
Ricardo_AO
Hey everyone!
Lighting done for the new map Exposure on BF2042 : https://www.artstation.com/artwork/3qZKOo
And also the rework of the frontend for the new season : https://www.artstation.com/artwork/YK4A1X
Enjoy !! 😊
Pandator
Replying specifically to this snippet from your original post:
"I often discover when Senior Artist or Art-Director from such a studio have a profile, and guess what? Among "personal projects" they very often post mind-blowing and amzing stuff that is really jaw-dropping in my eyes."
I understand you're mostly referring to 3D art in it's purest illustrative form.
The simple answer is when optimizing simply for illustration output in a portfolio it becomes significantly easier to produce quality images.
Much of this is due to the fact that the artist doesn't have to consider optimization, product, marketing, gameplay, design, animation, rigging, device, platform etc... when designing specifically for maximum visual quality.
Obviously there are always exceptions to my above statement of artists who can do it all, but it's very rare.
It's SIGNIFICANTLY more difficult to produce great art that is useful in the final studio product. That doesn't make it any less jaw-dropping, it's just not as easily appreciated.
I personally find studio art much more appealing when done right because of how artists deal with limitations.
Studio optimized products are often like impressionist painting. I get great joy in seeing how artists squeeze out the maximum amount of quality with the least amount of data.
Leinad