Hello, thank you for the feedback! Creating 3D props is my forte, while environments have been a weakness of mine as I've recently shifted my focus from being a generalist to specializing in environment art. I have been accustomed to rendering hero props as the central element, and as a result, my compositions tend to…
Hiya, I noticed a few other posts like this but they seemed a few years old so I wanted to recreate the post with updated info. I'm hoping to find out how many polygons an asset would have roughly. Let's use a PC game as the platform and Rainbow Six Siege as a game reference for quality, what would the polycount roughly be…
Hey all! I'm a first year student in the UK and I'm currently studying games art. I'm interested in hardsurface modelling, texturing, and sculpting so I can see myself getting into props/environment art. I have until next year to decide whether I go down the games or VFX pathway but I'm honestly having trouble choosing…
So, it did go well according to plan! There is quite a lot of empty UV space left from the fact the catsuit takes fringes of the UDIMS, so I guess I’ll use that space for the props. The sculpt of the catsuit needs more iteration, it’s not smoothed enough to my taste and it feels crumbly whereas I’d like it to feel smoother…
I'm coming to a close end on props now... I've managed to knock out quite a heavy amount of quick prop/decal work for the bridge today... a lot of it is very basic detailing but it gives the effects I want. I'll only really have tomorrow left to build anymore assets/dressing and then I close the book with lighting…
these props look really good. The modeling is coming along well. You should build a few walls and a window and make a complete scene. :) After looking at this for a bit you could really do with an engine that allows you to put some kind of lighting bake on the whole collection. The way the props don't shadow each other is…
Yes. Ideally i would like to be able to work with limited references. Correct me if im wrong but i immagine AAA artist dont have a dozen peices of concept art for every prop right? I always find as much as i can for generic things like windows. Doors, tools, etc but i always immagine half the creatively designed props has…
The props look pretty good from far (first pic), but don't hold up well close up. Add some verts to them, break up the straight lines! My main concern, though, is the brick background. It really has to go. It instantly detracts from the entire image. It's lazily tiled and uninteresting, and isn't at all affected by the…
Thanks for posting these, I love the artstyle you guys went with. There's a lot of character and love in these super-tight poly/texture budgets. I've been looking at the texture maps of some of these props for modding/custom content purposes - out of curiosity, are these props using a type of diffuse/(mono)specular texture…
EDIT : UPDATED PROP For my first prop, I limit myself to 5000 tris, trying to make it look good but with low poly. I am doing a 150CM WW2 SearchLight . ( Sources ) What do you guys think ?? Should I remove the bright scratches and replace it with grungy/rust worn paint ? What could work the best ?? BTW, its not done yet,…