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Environment & Material Artist | Looking for work |

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h2a8 polycounter lvl 2

Hi! I’m a 3D Environment Artist specializing in environment art, props, and procedural materials for video games. I’m currently open to freelance opportunities and collaborations with indie or mid-scale studios.

I have over 4 years of experience creating game-ready 3D assets, with a strong focus on environment design, trim sheets, and procedural material creation. My background combines both artistic and technical workflows, allowing me to deliver optimized, production-ready assets for real-time engines.

My work mainly focuses on realistic and stylized environments, and I actively use Unreal Engine in my pipeline for scene assembly, lighting, and set dressing.

What I offer:

  • Environment & Prop Modeling: High-poly & low-poly workflows

  • Procedural Materials: Substance Designer–based, fully customizable

  • Full PBR Pipeline: Retopology, UVs, baking, and texturing

  • Game Engine Integration: Unreal Engine (materials, lighting, optimization)

  • Clean Presentation: ArtStation-ready renders and breakdowns

Portfolio: www.artstation.com/haltancbci

Website: https://www.altancebeci.com

Contact: haltancebeciart28@gmail.com

Available to start immediately.


Replies

  • h2a8
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    h2a8 polycounter lvl 2

    SCI-FI Trimsheet Material PART II

    Artstation: https://www.artstation.com/artwork/OveQxe

  • h2a8
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    h2a8 polycounter lvl 2

    Relief Sculpture | Veil of the Ancients

    When I visited the Antalya Archaeological Museum, I was attracted to the sculptures and relief designs. I took photos of them and decided to gather them as references to create a relief material. I sculpted height maps in ZBrush, transferring statue designs, rocks, columns, and various models into Substance Designer. In Substance Designer, I enhanced the height map by incorporating additional nodes such as grunge maps, cloud maps, and dirt maps. I then adjusted the roughness and metallic parameters to match the physical properties of the relief model.

    Artstation: https://www.artstation.com/artwork/Gv2rAW

  • h2a8
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    h2a8 polycounter lvl 2

    Hogwarts Legacy Fan Art - Materials PART I

    These visuals are fan-made textures inspired by Hogwarts Legacy. I reinterpreted the game’s art style and rebuilt it in a different visual approach.
    Using Unreal Engine, I created multiple color variations and material options. Throughout the project, I worked across a flexible workflow by creating and refining assets in tools such as ZBrush and Blender, then transferring them into Substance Designer for material development and iteration.

    Artstation: https://www.artstation.com/artwork/8B8ZgO




  • h2a8
    Offline / Send Message
    h2a8 polycounter lvl 2

    Hogwarts Legacy Fan Art - Materials PART II

    This project focuses on a material-based environment workflow, starting with a procedural material in Substance Designer and evolving into a trim sheet–based modular system.
    The goal was to achieve a consistent visual style while remaining performance-friendly for real-time rendering. In Unreal Engine, the materials were optimized and translated into geometry using a height map–driven polygon approach, adding depth while keeping the setup clean and efficient.
    Rather than creating a purely technical scene, the materials were placed within an environment designed to support storytelling and atmosphere, with lighting and composition inspired by the academic and magical feel of Hogwarts interiors.
    This work was created as a personal fan art project for educational and portfolio purposes and is not affiliated with or endorsed by Warner Bros. or Avalanche Software.

    Artstation: 
    https://www.artstation.com/artwork/gRb2XQ


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