Hi there ,
I am aspiring environement hard surface artist.
Self tought hardworker by night after hours. it has been 2 years now that i am doing polygonal modelling with some previous CAD experience.
Trying to land my first job in game industry getting little or no response to my applications.
I work mostely with Maya-Zbrush-Substance-Unity workflow and recently started incorporating fusion 360 for hard surface details.
https://www.artstation.com/3d_casterI guess i have a lot of contradictory ideas for my work and a lot of questions. Below are some of them:
1.Should I aim at bigger(more complex) pieces? or rather should i get more fidelity from my smaller props?
2.Should I concetrate more at the Unity part of my work?
3.I feel like i need to focus on hard surface at the same time I know that my portfolio lacks purely environmental pieces.
4. I love to learn new software and i know learning Houdini is very popular now but i don't want to get burned out steaming in the wrong direction.
To be frank I feel a bit stuck. I do not know what should i concetrate on in the first place.
The big questions is: Is my skill good enough for an entry level position as a
3D Environment Artist?
Have no mercy. and please let me know how to improve my work.
thanks for your time,
Marek
Replies
Portfolio Feedback
General Feedback
Just my opinion so don't listen to me
- My last point, and you can take all of this with a grain of salt. If you are shooting for an artist / environment portfolio I would render out the environments and props in Unreal Engine rather than Unity. Unreal offers better rendering and control to help produce great looking assets. I use unreal for personnel projects and Unity at my 9-5 and from personnel experience UInreal is super easy to use to quickly pop out renders. Unity is really good to use if you are applying for a level designers job. But everyone has their own preference and both engines have the weaknesses and strengths.
Best of luck!I have to be honest, no... not quite yet. I think you probably have about another year or 2 of really focused dedicated practice before you will be good, sooner if you really go all in and push yourself. I would start making threads for your projects here on polycount, find some discords if you can and reach out to environment artists you admire to see if they can give you feedback. You have some skills, you're just in the sucky stage where you're getting close but you aren't quite there yet. I think you can do it and hope to see you post more stuff around here!
After reading the answers I came up with the idea for a hard surface diorama scene.
Please let me know if you think it is a good step for me at this time.
Story:
Gererator unit of the big ship has been detached from the main body as a result of impact. It is now drifting in to the space. Since gerator is still working behind the floodgate the drifting piece is still enlightened inside by the computers and other light sources. Bits and pieces are driftng around like in "Gravity" movie.
Directly behind the focal point of the wrecked ship would be a planet (framing effect) and far away light source (sun like) that gives the "hairlight" effect on the ship and may cause lens flare on the camera.
very rought sketch below (sorry... I am not to good with drawing)
Benefits:
- Practicing lighting (realtime?) in engine. I decided to give Unreal a try.
- Both Hard surface and environment pieces. (two birds with one stone)
- good setup for story telling
- a lot of objects to be duplicated. It would take propably about 10-15 unique pieces needed.
Cons/week points:
- I do not know much about re-using textures with decals.
This piece needs decals and propably I will end up with unique texture sets.
- Do not have many textures needed for this piece in my library so I will need to look for it or make new substance materials.
Letting me know if this would be a good practice at this stage would be crytical.
If it is a good idea. What do you suggest:
- Making a new thread on polycount with update from time to time?
- postig an update in current thread from time to time?
- Making a piece from start to finish and than making a short article like this?
https://3dcaster.weebly.com/process.html
I do not want to spam the forum.
Thanks once again for the feedback. I think it helped me to clear my mind a bit.
I am very appreciated.
Marek
After reading the answers I came up with the idea for a hard surface diorama scene.
Please let me know if you think it is a good step for me at this time.
Story:
Gererator unit of the big ship has been detached from the main body as a result of impact. It is now drifting in to the space. Since gerator is still working behind the floodgate the drifting piece is still enlightened inside by the computers and other light sources. Bits and pieces are driftng around like in "Gravity" movie.
Directly behind the focal point of the wrecked ship would be a planet (framing effect) and far away light source (sun like) that gives the "hairlight" effect on the ship and may cause lens flare on the camera.
very rought sketch below (sorry... I am not to good with drawing)
Benefits:
- Practicing lighting (realtime?) in engine. I decided to give Unreal a try.
- Both Hard surface and environment pieces. (two birds with one stone)
- good setup for story telling
- a lot of objects to be duplicated. It would take propably about 10-15 unique pieces needed.
Cons/week points:
- I do not know much about re-using textures with decals.
This piece needs decals and propably I will end up with unique texture sets.
- Do not have many textures needed for this piece in my library so I will need to look for it or make new substance materials.
Letting me know if this would be a good practice at this stage would be crytical.
If it is a good idea. What do you suggest:
- Making a new thread on polycount with update from time to time?
- postig an update in current thread from time to time?
- Making a piece from start to finish and than making a short article like this?
https://3dcaster.weebly.com/process.html
I do not want to spam the forum.
Thanks once again for the feedback. I think it helped me to clear my mind a bit.
I am very appreciated.
Marek
https://www.gdcvault.com/play/1022323/The-Ultimate-Trim-Texturing-Techniques
@Aeseeberg04
Ultimate trim technique looks super cool. I will deffo try to utilize it for the purpose of my scene.
I have a question though. Have you ever used it with the more photorealistic textures?
I Morten mentioned that because of the stylized style of the "Sunset overdrive" it was not an issue. I will definietely try to go for more realistic look.
Thank once more. this talk was super useful!
https://www.skillshot.pl/jobs/11511-junior-level-artist-mesher-at-flying-wild-hog
https://www.artstation.com/artwork/86vOw
Thank you for the guidance.
I guess making a new scene is going to be a good idea for later.
First i will start with a simple prop and try to ace it.
enxample below.
http://nutool.pl/536-thickbox_default/wiertarko-wkretarka-12v-npk12l.jpg
Than I will make exaples of from the reference.
The valve seams pretty easy once the pipes are in place but the bag looks waaay out of my comfort zone.
@Zi0 - thanks for the tip!
Thanks all for your help.
I will deffinietely go back to this thread in future to reflect of my work.
have a good one!
I could not post earlier because I was actually doing an art test in Unreal, for the Skillshot post you recomended me @Zi0. thank you for that !
Below is my progress on http://nutool.pl/536-thickbox_default/wiertarko-wkretarka-12v-npk12l.jpg.
I also bought "ultimate hard surface tutorial" by Simon Fuch.
https://gumroad.com/l/spEkf
There are some pretty amazing techniques there. I started making the prop below using them.
Question.
What do you think about quality of the sculpt? should i aim for the spotless edges? to be honest some of them seams to me a bit jagged as per .jpg below.
I want to know before i will proceed to the main bodypart and spend a lot of time on it:)
Thanks!
I use this method a lot for hard parts that would take a lot of time using subDs.
The rounded shapes on the prop are a bit more oval then in your model.
Good Luck!
I wanted to post immiedietly however i had an ongoing Fusion 360 /MAYA/ Substance Painter paid project going (first renders dirty renders below)
Below is my take on the Boolean operation workflow in 4r8 and it is amazing to work with.
Is that the quality I am after?
Please let me know your thoughts.
Thank you All
@defragger - thanks for the suggestion. I know that i can model it but I am trying to get much better in Zbrush Dynamesh/ boolean / Panel loops and I feel that this drill will be good practice.
First renders below. of the Fusion 360 / Maya / Substance painter workflow project.
The technique i am usin is pretty similar to the one described in your video @Zi0 but there is a twist.
In Maya I am separating UV with hard edges and spliting UV islands using script. Than in Zbrush I can " Auto group with UV" and finally "Mask borders" This gives me ability to polish edges separately form the rest of the model. Sometimes I can unmask edges that i do not want to be polished at all because they will be polish later on when I will boolean new geometry.
Please let me know your thoughts! and as always thank you for your help! It really made me try harder!
So i went ahed with the sculpting.
I am not sure if it was all that time efficient because my Zbrush is seriously instable.
In the end I have a finished sculpt/high poly below. There are still some normal map details that i decided to paint directly in Substance Painter.
Is it clean enough? Can I start low poly modeling? for the record, at the beguining i used Maya for the general outline of the shape.
Thanks and have a good day!