Hey everyone! :) Starting a new environment project and aiming to raise the bar with a structured and methodical workflow. I’m putting extra focus on planning, modularity, and building a strong sense of vertical space and composition. This scene will be a large sci-fi courtyard / atrium inspired by elements of Halo…
Hi there! I create game ready models of environments and hard surface props; I sell assets on Unity Asset Store, I'm planning to sell also on Unreal Engine Marketplace. SkillSet: Modo Allegorithmic Substance Designer/Painter Photoshop Unity Portfolio: https://www.artstation.com/artist/gameartifact Contact:…
So I've been modelling for a few months and thought I'd try my hand at some low-poly RTS/mobile assets, but could do with some critiquing before I go any further with it. The idea behind the project is to provide the user with a bunch of assets (like turrets, chassis, cannons) that they can put together to make something…
Hello, I was wondering before I get started on a large scale project I wanted to start - The scene is a small town of a medieval era Lots of houses So I was wondering what would be more beneficial in terms of quality and memory Should I: A - Build all pieces separately, Lightmap them separately, and then build the…
this is something I have been nursing the desire to do for quite a while. finally getting around to it this is my first bit. I wanted to put in something that could be dropped in to break up the flat panneled walls. anyone that played the original UFO game knows that the walls and floors were, by design, pretty simple. so…
Hi guys ! I'm working on this project. It's inspired from a covered passage with toy stores only (thinking to add related advertisings later). This is my first try on UE4 and I would really love to have an outside look and critiques on this work please as it will be part of my portfolio. Thanks in advance !
Hello everyone! In this project, I want to create a spacecraft compartment with cryogenic capsules. At the same time, I will use only one trim and several tiles. In the previous project, this approach worked well enough, so I intend to use it further. There will be three rooms. Two rooms with cryogenic capsules and medical…
Artstation: https://www.artstation.com/muqaddasaman Hey Polycounters! Just wrapped up my final MA project — Timeless Epoch — and I’m super excited to share it here. 1. Initial Inspiration The idea for Timeless Epoch began with my fascination for base-building mechanics in V Rising. I was especially intrigued by how…
Of course, I know the environment art pipeline and everything to do with modularity/asset reuse. I just wonder if I could make the exporting/importing pipeline smoother. If LiveLink is useful not only for animation, then here are the list of changes in Maya that I would love to do instantly see reflected inside Unreal…
Hey nice start! First thing is to focus more on the blockout in graybox state and amtch the feeling of narrowness and depth. Allso focus more on the modularity and defining more modular elements before moving to colors and textures. Check for ref the art in Plague tale requieme, Mafia Old cunntry. ACK Mirrage, indiana…