Hello, I'm looking for an environment artist that is able to provide final modelled and textured modular sci-fi 3D assets in a hand-painted art style. I need someone capable of concepting or working from loose concepts and able to interpret it well enough on their own and make it work/ be cool. The environment will be a…
@pior Also didn't have a drawing tablet at the time, actually still don't but currently looking at XPen's Artist 12 for what I want to do plus within budget of what is affordable. As for using AD to sketch with, well once I became comfortable dealing with each layer - masked curve grouping and various output settings this…
Nice job! End result has really nice texturing work. The wireframe could use a significant amount of optimization I think. Usually for a game asset like this, you would want to have the edge flow match the design details, rather than being an evenly distributed quad grid. Curious how low you could go, and still preserve…
I'm currently working with a small team here we definitely need way more people. I work primarily as director and creative director. I work physically. here are some examples of recent work: https://youtu.be/WfpOwDRSJr8?si=j76L-rSHEfl_Ms9B https://youtu.be/kT9YXc0gB14?si=skBP64QdE9sZslI8 but that aside, I am making an…
I like the variations, but the mid-level shapes are looking all a bit blobby, compared to your refs. I think you could be better served by using lower-poly meshes, with tiled textures and multi-texture blending. I'm reminded of Anthony Vaccaro's work on Uncharted 3, for example. https://www.artstation.com/artwork/rZAvJ See…
I'm looking to create 3D stylized assets and props of various Solarpunk styled scenes like this example: (source: https://www.artstation.com/artwork/dOxBwe ) STYLE I'm targeting a cartoon/anime stylized style similar to "Valorant" or "Borderlands 3" or "G.I. Joe: Operation Blackout": Another example of the targeted…
I’ve been trying to get cleaner highlight flow on this model, but I keep running into issues where the highlights feel muddy or break abruptly — especially on larger surfaces and edges. I’m working in Toolbag using HDRI + a few lights. From a modeling standpoint the surfaces should be clean, but the highlight flow still…
Maybe you have already tried this? However, what I usually do to keep style. I have a hand full of alphas and brushes I always use for wood, metal, and or rocks. and I usually go about sculpting them in the same order each time. Clip curve > move topo > Trim dynamic on "edges" > the same 2 alphas every time > Orb flatten >…
We're kicking off another contest here... The Polycount BRAWL² Tournament! _______________________________________________________________________________Theme: Multiverse / Mad Max / Dystopian world, with the Inspiration of previously designed titles, stories and designs by gaming artists of the past, present and future.…
Hey @Araka this is a great start. As Eric pointed out composition would be a great start for you. 1. Have a clear understanding of where your focal point is. And then expect to guide people towards it. 2. A good general rule of thumb is "the rule of thirds" - it means that your focal point should fall on a third of the…