Welcome to the voting thread for our next monthly environment art challenge for September & October 2020! Below I've selected a few Environments and Props to get us started. As per the usual, this Challenge will offer two environment options and two prop options - 1 hand-painted and 1 realistic / hard surface each. Please…
Ok so I was looking at how others had started doing enviroments, I noticed they were doing breakdowns. So I tried to emulate what another user was doing (Sweetangel0467). They made a breakdown with colors on the enviroment. Red: Unique props Dark Blue: Tileable textures Light Blue: Modular prop Yellow: Reusable prop I'm…
Hey there, great stuff! Here is my contribution to Singularity this is what Barisov used to look like, in the final product only the body got used TMD in game.jpg previous version of "swiss army" TMD tmd prop built by(i dont remember the name) awesome artist tmd prop Activision made for some show, we have never seen the…
Hello everyone! I've been lurking for awhile, decided I should probably nut up and start a wip thread. I recently started doing a space marine drop pod from Warhammer 40k. I'm just about ready to call the hi-poly done: I had this possibly stupid idea to go buy the actual model kit, and then scan the individual plastic…
@dsheadshots Really good points, this will definitely make me go back through my plan/prop list and think it through so there's a story behind everything included in the scene! @Subtle 1rony Learning some better or industry standard texturing workflows/processes was one of my main goals with this project as I haven't had…
If they tweak anything in Hammer, the first thing should be the displacement mapping tools push/pull system. Selecting the axis from a drop down menu and having the viewport locked is an insane way to work and not needed at all. The lack of light maps for props and static meshes is pretty lame, especially for TF2 which can…
1. High contrast seams on the morgue table. Possibly a smoothing group issue? 2. Scaffolding is scaffolding. I think it's a clean model. Presentation wise, crop out the extra dead space around your prop to give a bigger view. I'd also be interested in seeing the clamp detail. 3. More smoothing issues it looks like. Maybe…
As per my previous post up there, this approach is specific to this employer and perhaps does extend to other outsourcing firms. Lot of variability in what constitutes a killer portfolio, and I've worked with people with considerable experience that just plain suck because their in studio experience does not translate…
Props, yo! You got balls posting this box mesh with photos on it. Massive balls, so i respect that, and will now drop the science i have for you. I think you should take this to level 2, as it is a good piece to learn the whole prop pipeline... also get UDK or an engine if you want to make games art well, you need to see…
Prop Artist = makes props Environment Artist = does everything involved in the creation of an environment (models/textures/materials/world building/lighting/etc). Lots of environment artists get their foot in the door as a prop artist, however. Learning to model, unwrap, bake, and texture is definitely the first step on…