Back again doing Brett's class, 1st prop HP. Looking forward to texturing this one as I've got some awesome reference too. I found this image from the 3D Artist magazine which has inspired me to make a mini diorama scene for my own prop. So plenty more to come soon!
Cute, clean. The hard corners of the trim doesn't match the smooth curves of the patterns and silhouette. You should round them off. To show continuous style throughout. It's not really strong enough on it's own for a portfolio piece. Maybe with a character or as a prop in a scene. When thinking of portfolio pieces, think…
I have many times thought about doing something like this myself, but although it's small there is a lot of things and will take a long time, I would suggest to think of each prop as a portfolio piece, not stress it, just make each and every prop at a very high level, then you will have a nice portfolio and maybe someday a…
first, you should probably move the extruding bricks on one side up or down so they are staggered with the bricks on the opposite side. If you were to put two of those props next to each other, the bricks would go into each other and wouldn't look right. To me, this prop looks like a door, but it isn't. I don't know what…
Great stuff Becca, just watched your interview with Ryan Kingslien. Fantastic work on the Injustice 2 props/weapons - was good to hear your breakdown about the importance of motifs. I'm primarily a character guy, but I think your work has persuaded me to put just as much design thought into their props as I do to their…
My first attempt at hand drawn UV's for a prop. I was challenged with finding a reference and converting it into a 3D prop. After a little bit of searching, I've come across a concept piece for Krieg's Buzz Saw from Borderlands 2. It was extremely difficult and I would love feedback on how I can improve my project further.
I feel like your missing shots of solo props. you have all these environment filled with art you've made, but no where can I look at a singel hero prop except for in the "scifi scene" and the "fantasy chest". Id break of some of the assets that your most proud of from your scenes and do a proper breakdown of them as well.
The stats you gave in the first post: "Features: Headshot: kill Backshot: kill No Random Critical's Kill turns you into your victim Walking speed Increases by 15% Medium Range Slows Down Cloak Time by .6 seconds Can Pick It Up Off Dead Body's and The Ground" ^^^ These are stats for the prop. They are secondary. Stats don't…
Hot stuff, Snefer. It's interesting to flip back and forth to see which details you chose to model and which you chose to get via texture. I really like how believably the distribution and rhythm of tech details is coming across. Looks more like a film prop than a game prop, if you know what I mean.
Hey looks really good, do you do a lot of prop modeling for your levels, or do you work with a modeler from ND? I work for Black Mesa and we can pretty much go either way, work with someone or I made some of my own props. Looks great though, congrats on the job too.