A majority of the topology is completed, just optimizing the dense parts and tweaking some silhouette parts. Not the most interesting update but thought I'd share it anyway. Also I'm trying a different approach for the beard, it's not going to be cards even though it looks that way at the moment. I just want to emphasize…
I am working with modular pieces but avoided trimsheet this time, instead I am having my set of wooden beams with normal map and textures (all on the same atlas) + a couple of tilable textures! Sorry the lighting is pretty messed up so far I just realized.. I also slightly vertex painted the bottom vertices on the tilables…
I'm using this old model of mine, which was a crude blockout dummy for drawing over for my comic pages, as an exercise in trimsheet and decal workflows, aiming at the level of detailing that can be seen in "Fractured Space" spaceship models (Maybe not that noisy, though, I'm aiming at more classical 70/30 separation…
Hi, my name is Gastón and this is my first post here. I am an archviz artist but my real passion is game art, particularly environment art. I do this stuff for fun but I take it seriously trying to be as close as possible to what an actual game project would be. So, since I want to get good at this I am here looking for…
My name is Gabriel Guerrero, I am a graduate from the Academy of Art University in SF. My thesis is focused mainly on environment art, but my focus is more on how creative an artist can get with procedural systems. I am still very new to coding and programming theory but I can dabble just enough to be able to make my way…
UPDATE 1: Here is my 1st update from my trimsheet project. So far I have decided on a bit of a theme. I stumbled up on the work of Shahab Kashvargir https://www.artstation.com/shahabkeshvargir and used his work for reference. I settled on a pseudo dwarven cave theme and came up with this: Everything except the lower base…
@RookieRay Thank you very much for the reply and for taking the time to go through my portfolio, really appreciated! Your suggestions are also really helpful, I actually never thought breakdowns were that relevant in smaller projects as much as showing to be able to create good looking ones, I'm definitely going to add a…
Hey everyone, awhile back I started branching out from just props to trying my hand at making environments for games. I figured it would be a great opportunity to learn Unreal Engine 5 while I was at it because it's just another tool in the shed and making me more versatile. This is my first ever attempt at environment…
Redesigned the main thrusters into cylindrical shapes instead of the previous design. The style fits better with spacecrafts that are smooth/curved, utopian and clean (both physically and ecologically). This makes more sense since the thrusters will be Ion thrusters rather than regular afterburner types. New thruster…