Blue Isle Studios is hiring! www.blueislestudios.com We are looking for a skilled world builder and 3D artist to help us out with our brand new game; a first person exploration/adventure featuring beautiful and vast outdoor worlds. We are looking for someone with a ton of passion for games development who will become a key…
Hello my name is Valentin Yovchev.I am a 3D Artist for the movie/game industry for 10+ years so far. Software Skills: 3D Studio MAX Zbrush Photoshop Keyshot Quixel Suite DDo and others I can create High Poly and Low poly characters ready for rigging and Animation.I can texture assets.Or assist in pipeline creation for…
Have to agree with @Noren , @ZacD , and @pior : both the contiguous unwrap and compound curvature of the shape are contributing to the distortion in a way that's almost unavoidable with a [tiling] texture only approach. Lot's of good advice on how to proceed with different approaches from everyone in this thread. As far as…
It's been a while since i've posted anything, but I have been working on this little environment. There are a lot of placeholder props (the big sign being one). I am currently writing up a list of small/medium sized props to make to fill the scene. Here is my progress to date:
Welcome to DarkShot Designs! Contact Us: info@darkshotdesigns.com DarkShot is a Houston based company of artists skilled 3D and 2D artwork of all kinds! 2D Services -Illustration -Concept Art (Character, Prop, Environment) 3D - Modeling, Rigging, Animation -Characters -Environments -Props 3D Portfolio
Stuck in art management land for a long time, I needed/excited to start digging into actual production, this small prop is my uh... kickoff prop to get me going :smile: This was done max, zbrush, and substance painter. Please Comment or Crit, they are very welcome. Thanks!!!
I have started a new environment based on a run down urban alley. The scene will be compiled in UDK for final presentation. Prop presentation is done in Marmoset. I created one prop all the way to completion in hopes that i can use it as a style guide but before i go on i would love some input.
Hi there, I've got most of the core elements done here and I'm about to move into the smaller elements and props that should paint a clearer picture of the story I want to tell in the environment. So while I mess about with props and stuff what do you guys think of the larger strokes ? colour? lighting? etc
I joined Ryan Kingslien's Environment Artist Bootcamp and wanted to show my progress with my prop. Chosen prop: HighPoly (Old image): Approx 3mil Polys LowPoly (Old image): Approx 5k Polys Ill update as soon as I'm done tweaking from feedback. Any other feedback is welcome.
Nice start on the props! Was curious if you had a blockout, paintover, or base concept you are working off of? Usually building "final" props before having some sort of idea where you are going with an environment is kind of risky IMO.