This is a good start. I think the biggest things that need work are materials and lighting. Why are the walls so shiny in the first piece? Gather photo references of real world walls, and examine closely what their materials look like. Then replicate those materials. Secondly, the lighting needs finesse. Again, examine…
Thanks for the big resolution shots! Looks promising. You'll probaby fill the scene up more, but right now, the big empty floor area with the repeating board pattern is something that stands out immediately. The shot towards the sun works best in that regard, as the specular breaks up the shading. The materials and colors…
Changes to the shape before n after feedback (struggling with pinching i've attempted soften edges, trying to conform and average the normal, delete edge loops and nothings happened or it loses its shape) My initial plan was to completely finish the violin but I'm looking at it and I want to get feedback on the topology…
I'd like to work in games, though all of my work experience during college has been on trailers. I figured if I wanted to apply as a Surfacing, Lighting and Comp artist for games it shouldnt be that different right? I think my portfolio lacks sufficent breakdowns for an Environment artist so I would say characters. But…
Thanks for the feedback! Great point and I'll keep that in mind for further floor options. We are still adding more props! and did a switch to HDRP, still working on lighting, it needs to behave with the outdoor sun/moon light as well.
Thank you so much for the detailed feedback! Cropping tighter and adding more realistic wear like staining and a bunghole are great points I’ll work on. I also appreciate the reference suggestions—they’ll really help me push this further. Do you have any feedback on lighting and presentation? Something I should work on.
I'm working on a Quake 1 map called Monastery Gardens for a while now and have released it as beta one week ago. If you play Quake 1, I would love to get some gameplay feedback (item placement, enemy placement, encounter difficulty, map layout). You need to have the Copper mod installed and use a modern engine port like…
This project showcases a full CGI recreation of the Pagani Utopia steering wheel, modeled, textured and rendered entirely from scratch. The goal was to develop a one to one digital replica of a real world asset, a scenario that often happens in production when the client cannot provide reference models or ready to use…
Buildnx is currently in development of a Turned Based RPG for mobile and has entered Beta. We are looking for a skilled 3D environment artist, Someone that is a self-motivated team player. You should be proficient in hard surface & organic modelling, and have a proven track record of generating environment props, textures,…
Hi guys, I'm looking for an artist to help me flesh out my isometric shooter with PS1 style graphics. Ideally I'm looking for someone who is: - Versed in UE4, understands how to optimise models and materials to be as efficient as possible- Can model low poly environments, and light them using baked lighting in UE4- Can…