Something that stuck out to me in your 'SCP Office Prop Breakdown' is how dense a lot of the props are. How are you creating those props? Are you baking down from a high poly mesh? It looks like you might be creating those props using face weighted normals with no bake (no curvature, normal bake)? I'm a little confused.
Hi! If you're aiming to be an environment and/or prop artist I would start off with having more examples of that type of work on your portfolio. At the moment you only have one environment, and its not very well lit (too dark) so its really hard to see the work you put into it. I really like the guillotine prop, I think…
Hello! Small update: I did a first pass on the kitchen wall, restroom door and added two new props (mop + bucket). Eventually I might do a second pass on these props, but I'll move on to the next thing for now (as there's still many things to do haha): Next is the Canoe Light, for which I started modeling the high poly…
I am creating a turret hero prop. When I bake with 2 UDIMs the normals are jagged, I've upped it to 6 UDIMS and they come out cleaner. The question I have is are they a limit to the amount of UDIMS I should use?
I updated the ceiling, added a chandelier and now I am working with the stairs. Then I am planning to finish all the walls and start to work with big props.