Well I do agree with Zac about removing logo and fancy frames, but I would say some visual design is good too if it helps reading and understanding thigs easier. Just not to "overfancy" would be enough ;) Other than that to me in general as a beginner portfolio it is looks like a solid one. I've seen ppl getting hired in…
Cool thansk for sharing. I want to ask though, in the picture staircase mesh, is it common practice to take something like that into game? For enviro artist? Seems like inefficient topology. I realize retopo of that isn't going to be fun, but it shouldn't take more than 20-30 mins to get a much lower tri count with UV's…
A Subway Post Apocalyptic an #enviorment made with #unrealengine in a master class with Steven Keane Downer and Draw Break event more images at #artstation https://bit.ly/3BUQZiB
Hello, another new poster on Polycount here. The enviorment concept is nice, clean and simple I like it a lot. I'll do it if my free time allows for it.
I dont really like the blend between cartoony character and photosourced enviorments, i would spend a little moore time on the art and aesthetics before publishing it.
Pior I just assumed these programs are for Character Modeling, and I'm really more of an Enviorement/ Object (I like to call them props but I'm not sure if that is the right term) Artist.
Looks great! Love the layout on you thumbs. My only crit would be to take away your old enviorment or work a bit more on it. I'm refering to First low poly scene
Wrath of the Litch King Cinematic Art book is an amazing book, totally worth it for me. Also really like the Art of Star Wars Revenge of the Sith, big book with everything from characters to enviorments
Hi! I can't really comment on enviro works, as I have zero experience with them myself, but... overall, it's not really obvious what is the focus of these images. The signs seem dominate everything almost completely, obscuring the street itself. As for Blender: what engine are you using for rendering? From the looks of it…