You're portfolio has a basic simple to read layout which is good. You might want to consider giving your professional work a little more emphasis rather then small and at the bottom of your front page. That being said i would like to see some nice breakdowns of your pro work (wireframes and textures) rather than in game…
Updated website again. Took all critz and fixxed up things. Went back to old layout without lightbox. @shape - Hey thanks for the suggestions and point out of the artifacts. I went back with my old layout as it seems lots of people dont like lightbox and i dont want people turned off before they even see my work :) @jett12…
The light mapping Mythic is reffering to is of the light BAKING variety. You would generally be responsible for concepting out your building/asset/prop, modeling it, unwrapping it, painting your textures, and then baking down some good GI or directional light into the texture for use in the dark map slot of our proprietary…
Not so long ago I remember this project and decided that nothing should be forgotten. So I started to completed all props and materials very fast, almost for the one shot from camera view. Here is what I'm having right now. Right now I think, should I do my own skybox and if yes - how to do it fast as possible.
And something I intended to fully create in 3D myself (made it through hp to lp and baking, before texturing), but went back to the drawing board with. Feel free to use this ^-^ PS: If you'd like to use my WIP models as a base, shoot me a message! UPDATE: Models now up on Sketchfab for free! Grab em while they're still…
I think what your going to find is that its a circular battle as most people in your situation have done the same tactic, only to discover props is just as hard because its a skill everyone can do and most people who can model will do it well. There's more jobs with props/environments, but also more competition that is…
Depends on the object from what I remember. If it will never deform and always orient the same way to the world axis then its fine. Level dressers like to rotate and position props which might not orient to the world correctly, or a prop might be turned into a physics prop later on where it could be blown all over the…
nice dude, I would start with all the large architectural forms first and blockout the whole scene before making any props. This is a big mistake a lot of jr environment artists make, creating random props first and then getting discouraged because they feel like there is so much more to do. I would block out the scene and…
@pixelpatron Thanks! And great feedback. One of the bigger lessons I've learned when creating this environment is that using props of varying size is important to make the beholder understand the scale of everything. In my case, i had lots of bigger props, but forgot to include objects of smaller size. As you say, using…
A bit more info on my approach to the environment: > I'm doing a low-poly scene, with all my props UNDER 1000 POLYS > I'm hand-painting every texture > hopefully this will result in a very unique and stylised environment > I'm not using PBR cause I lack the software/skills at the moment > I'll be using normal and specular…