Tutors & Services — on-demand 3D pros for projects, training, or both. We’re a network of vetted specialists available for contract work, collaborative screenshare sessions, or 1:1 tutoring — so you can ship faster and level up along the way. SketchUp + Lumion: modern waterfront villa 👉 View archviz services Fusion 360:…
like the design and interesting forms of your props. is it possible to show your material in UE4 for the props and inscene materials? thanks :) otherwise everything is looking nice, maybe bring the idea what the room is for and create assets around it, not a simple corridor type thing. it can help to bring everything…
Heya guys, Got to a finishing point with my prop. Here's a shot of my color map with some AO and other stuff: Aaand, here's my finished prop from UDK with some specularity going and everything: Any other critique and comments would be greatly appreciated! Thanks, guys!
I would really suggest, before creating entire scenes, try to get good at creating single, high quality props. Doing an entire scene will make you want to rush the props, and right now you need to learn how to model single things so they look great.
With something like this, you might save a TON of design time by painting out your scene first, especially if you're planning to only use a diffuse texture. Texturing on the fly like this forces you to think prop per prop inadvertently, instead of looking at the whole scene all the time.
Managed to continue on my project over the weekend: better set dressing, some new materials and a couple of revised props. I'm not completely convinced by everything yet. I'll first add some final decoration props and plants. After that I'll gather some feedback and finish up this one!
Wanted to post a quick update... more mesh tweaks and props. I'm over my original budget on props, but he has a lot of them, so I might just say screw it and stay over budget. Still need to make a shield that will probably be alpha based for the main shape.
I think it would be wise to nail out the large broad stroke assets before doing the small props. Get the floor, wooden docks, and a real good pass the spaceship pod things. Then build the props and stuff around them. If you go the other way around you will run into a lot of problems.
Well, the way I look at it is like this. Lets say I'm looking to hire a prop artist. I want to be able to load up a page, look at thumbnails, and know right away "Hey, this guy has props!" or "Hey, this guy does characters" as opposed to having to click on all of them to see what they are.
Hey @Maximum-Dev I think it's all dependent on what you're trying to accomplish personally. I usually approach things from a game dev perspective, so I'd use HP > LP workflow. In the case of the hard surface prop, that could easily be converted into a game prop or an enterprise-type study.