Hi there, I've been trying to make a portfolio that gears around environment art, currently teaching myself zbrush etc but I was wondering what should be included in an entry level portfolio for a junior role? I've tried looking for some examples of this, but google comes ip short. Does anyone have an idea of a list of…
Hi, Frozishe I heard on a different platform what you was using UE Materials Layering System. Can you please elaborate a bit more about that expirience? Did you or other artists in the team expirienced any issues? There was so many times I've personally heard that Layering System is undercooked, buggy and some teams was…
Informative and I suppose adaptive as well? I'm curious because at the moment leveraging the KitOps addon feature, specifically it's embedded procedural PBR material system too texture raw HS geometry in order to 'previs' conceptual content, primarily via shader channels so yes I'd agree can be bit of a time sink fiddling…
I'm not an expert when it comes to 3d model but I'll try giving out some feedback. I've noticed some models (excluding sculptures) have some triangulation already applied which usually is a last step when it comes to 3d modeling (that is if we're making a game prop), adding triangulation haphazardly can make…
Hi Can you show me any examples from Games Engines like Unity & UE4 that can export HTML 5 - WebGL? A link to the experiences would be great. Also any authoring software tools that can export 3D to HTML 5 - WebGL would also be great to know about. And finally any articles on the subject would be great as well, thank…
@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…
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’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…
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…