Hey all! I recently took part in the Neo Tokyo challenge on artstation. I'll put my beauty shots on this post. My submission is here if you want more detail: https://www.artstation.com/challenges/neo-tokyo/categories/186/submissions/82899 I took a break from these props after submission without seeking feedback (wanted to…
hey, here's some general feedback; I think you should search for 'trees' on artstation, and look for trees that you like. Follow the artists who made them (this applies to your gun thread too). Next, see if they have any breakdowns or callout sheets you can study. If they don't, there's a lot of tutorials on youtube to…
Nistrum- If you're going to have a reel (which isn't really necessary as others have pointed out unless you have environments with moving elements or animation), then the rotations need to be 5 seconds long each and only have two rots for each pass of the mesh. The stuff in your reel rotates way too fast for people to…
Hello everyone! I'm Piero Macgowan, Senior Concept Artist on XCOM 2. Here is some of the environment concept design I did for the game, from key art to mood paintings to prop sketches and callouts. Wanted to show and represent the day-to-day dynamics of doing concept art for games. It really was a great collaborative…
Yeah, Kalen is pretty chill and a great mentor as well. For the class, we did the main illustration first and then break it up into call outs, so modelers would understand what is in the content. While polishing up the pieces, some of them could have been better so I made some edits. Since the callouts are a bit different…
@Layna: thank you, your comments are always appreciated! I wanted to reiterate the fact that I am just a student and this is just a learning project. I forgot to post the piece of concept art this whole project will be based on so here it is.. Also I wanted to add that any and all critiques would be greatly appreciated!…
Starboard Games LLC is an indie gaming studio comprised of highly professional and friendly people. We love and share our work amongst team members, offer constructive feedback and strive to improve ourselves at personal and organizational levels. The gameplay demo of our main project 'INT' is currently under internal…
This is really a question better posed to the people who will be making your concepts because it varies by artist.. The safe bet is obviously to make crisp, tight concepts with callouts for every object and overlap, leaving no problem unsolved. Not every 3D artist likes working like that though. I generally won't model…
I would avoid putting B/W and unfinished work in your portfolio. Those are likely to scare off potential employers. Also if you wanna do character design for games you have to actually show that you are thinking through your design, show bits of your process and make sheets that could be used by modelers to actually build…
I see. What gave it away for me is that you did not really explain anything aside from your basic understanding of the if statement in your blog post. ;) Anyways, you should try experimenting with some of the sine and cosine nodes in the material editor. these bounce between the values of 0-1 and can yield interesting…