Sirlin Games is looking for a Concept Artist for short-term contract work for the "Fantasy Strike" fighting game. We need 7 stages with props concepted & illustrated. The game's style takes inspirations from Overwatch/World of Warcraft/Guilty Gear Xrd style, so a stylized portfolio is highly preferred with examples of…
Working on a Environment project for portfolio. I'm focusing on the bigger props for now and trying to figure out a good layout / composition for the scene. Most of the shader don't have any complexity, but I will improve some of them later. I've choosen a warm palette with brown tones mostly, because I want it to feel a…
Time to finally start a sketchbook for hardsurface doodles and misc props. I'll start this out with my latest. This is a slightly different take on officer K's blaster in Blade Runner 2049. There were some details like the trigger guard and handle design on the movie prop that I didn't care for, so I made some tweaks. The…
Hello, thank you for the feedback! Creating 3D props is my forte, while environments have been a weakness of mine as I've recently shifted my focus from being a generalist to specializing in environment art. I have been accustomed to rendering hero props as the central element, and as a result, my compositions tend to…
If you are really set on becoming 3D generalist, just a heads up, it's going to be a long hard road. Right now your reel has a 'Jack of all trades master of none' kind of feel to it. Most of us pick one or maybe two specialties, and devote ourselves to it. There is a saying that it takes 10,000 hours of practice to become…
Hi Andrew! I'll talk a little bit more about the overall direction of your environments and props. Let's start off with the edge-shader you have on your work. Usually It's fine using an outline shader however its' really tricky to get something look really good with it and you need to take a lot of things in consideration…
Hey all! I'm a first year student in the UK and I'm currently studying games art. I'm interested in hardsurface modelling, texturing, and sculpting so I can see myself getting into props/environment art. I have until next year to decide whether I go down the games or VFX pathway but I'm honestly having trouble choosing…
Hiya, I noticed a few other posts like this but they seemed a few years old so I wanted to recreate the post with updated info. I'm hoping to find out how many polygons an asset would have roughly. Let's use a PC game as the platform and Rainbow Six Siege as a game reference for quality, what would the polycount roughly be…
I'm coming to a close end on props now... I've managed to knock out quite a heavy amount of quick prop/decal work for the bridge today... a lot of it is very basic detailing but it gives the effects I want. I'll only really have tomorrow left to build anymore assets/dressing and then I close the book with lighting…
these props look really good. The modeling is coming along well. You should build a few walls and a window and make a complete scene. :) After looking at this for a bit you could really do with an engine that allows you to put some kind of lighting bake on the whole collection. The way the props don't shadow each other is…