If I want to become a 3D Environment Artist, should my portfolio show only full environments or can I make various props. I have just noticed a lot of studios seem to not hire a specific "Prop Artist" position, but have discovered various professionals who only feature outstanding props on their portfolio. I just have never properly been taught texture atlas and have an issue where when I make things such as walls or floors they look very bland as I make them tileable as I have been taught and there is no variation due to this. So I am also open to tutorials on this subject, although I have seen many and they all seem to be different workflows so I would like to know the best industry standard workflow. But to sum up my original question, can you get off being a 3D Environment artist with only amazing prop work?
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Really, as long as you've already got some amazing looking props, why not just go the extra bit and put together a little scene using what you've already made?
While it probably is possible to land a job as an environment artist with only amazing props in your portfolio, if it's down to you and another artist of equal skill who has realtime environment work in their portfolio, they've got a pretty significant advantage as it'll be instantly obvious they can build environments and not just props.
Be sure to check out the polycount wiki if you haven't already, there's a lot of really useful info there.