What would you say is the focal point of your piece? Where do you want to lead the viewer's eye? For me the most visually interesting areas (most contrast and most saturation) are the patch of plants in the middle to right foreground and left mid-ground. The huts by comparison are dark, desaturated and lower contrast. When…
I fully agree with the hair issue. I dont know if I really go back but i take it in consideration if i have some time left in the comp. The feet yessssss.... again, I toss boots over it. Since the armor is yet to come,I wanted that it is consistent enough to the armor design. I often tend to get away from things when too…
Dialing down the normal intensity and reducing the contrast on a couple materials is probably a good idea. On a lot of materials, I constructed all the shader from scratch and haven't had a good look at how each material plays off of each other. I also plan on having a variant material which overlays some normal map and an…
Specialized in 3D stylized environments and props. Experienced in Maya, ZBrush, Blender and Substance Designer/Painter. Able to work with Unreal Engine or Unity and can use version control. Knowledge of Unreal and Unity Shader graph. Able to make particle systems. Receptive to feedback. Love fantasy, horror and sci fi.…
Hi Polycount community👋 I’m Leo YuanLi, an aspring 3D environment artist. I’ve spent the 1 year building the portfolio. I’d love your feedback on how to push it further, as well as the overall strengths and weaknesses, for personal growth, freelance work, or indie & AA studio roles. Portfolio…
Hi all! I have published a Maya plugin for importing glTF/glb assets, which I think many of you will find useful. glTF Importer for Maya - handles the glTF 2.0 spec, allowing you to use those assets in Maya without manual conversion headaches. What it does:* Imports .gltf and .glb files with proper hierarchy and scale…
That is one nice physically based pbr 3d/2d cartoon art stylized hand painted AAA but indie WIP of a photo realistic low poly scene. But seriously you are making this so hard for yourself. If I remember correctly a while back you said you'd focus on making props for your portfolio(I might be wrong).Now when I look at your…
One thing to remember is that whatever you are studying now is not what you have to focus on for the rest of your chosen career path, I personally went to school to study prop and environment art for film, ended up with technical environment art for games when I chose to drop out to build a portfolio. Fast forward close to…
Your work is above average for student work coming out of an Ai school, and you obviously have a grasp on a lot of the game art creation workflows. That being said, you have some work left to be done to become much more appealing to game studios. I think jeremiah_bigley hit the nail on the head with the darks comment. Try…
Adam, this is awesome. Thanks for posting your thoughts on it too. It's very inspiring, I find myself working on single props or textures to keep my portfolio going but I really need to be working on full scenes. And you really inspire me to understand that it doesn't take a million things to go into a scene, just some…