I've been in the industry just over 10 years now and have worked on a wide variety of projects. You can check out my portfolio and resume at http://www.lowpoly.net/travell/ or contact me at tmcentyre@gmail.com Thanks Travell
Take a peek at Malcolm's work, he does a great job displaying his enviornments. Top notch stuff, as well. As far as deciding on which ones to display - which ones look good to you? Try and showcase your best work, it's what employers want to see.
Great looking piece! My only critique is that the floors look a little too clean and unused compared with the rest of the enviornment. If the walls, pipes, and props have that much wear, the floors should have some too. Maybe vertex painting some dirt or cracks on some of the tiles.
Since the original seems to focus on characters (at least for now) I was thinking we get one started for us environment guys. Anyone interested? We can create a new poll for the theme or use this weeks current one (medival/fantasy).
Pretty much identical to my own workflow, great to see you helping by showing us this stuff though. The end results are tasty Too many people rely on crazybump for enviornment normals work Even a quick high-poly pass will often do the job much better.
Thank you for your feedback, Alex! The observatory and turret were made from concepts. I'm leaning towards being a prop or enviornment artist but I haven't fully decided which one so I'll decide and do more work towards that specific category. I would want to work for Epic Games on Fortnite or Riot's Valorant. Working for…
[ QUOTE ] Look at the work of recently hired enviornment artists, and in commercial games, and decide for yourself how close you are. [/ QUOTE ] Maybe we should start a thread in which everyone who has a job as an environment artist, can post the work they used to get hired, as a way for the newer guys to gague themselves?
I'm new, so... I wandered in first during Dominance war, became a member of both cgchat and polycount shortly after looking to improve. I didn't feel cgtalk was the right enviornment for the kind of critique I need(ed). I liked Polycount most of all, so I've stayed here.
Here is some basic work I did in Photoshop. The normals were generated with the nvidia filter. Ignore the seam in since the brick and rock texture don't blend together yet. I was just testing how they would look when rendered. Let me know what you think. Alex
ooooh, sexay! It was great working with ya Adam, and we're all damn happy that you got a fulltime gig now. Oogh - yes it's being ported to PSP. Most of the enviornment textures were reduced to 1/2 - 1/4 their original size (most are 64x64, with a few 128's). PSP screenies are located here