1. for props its really about how much you can fake the eye using optimal tri count and normal map. So it may also vary on the importance of the prop. and maybe what viewable angles of the props. Instead of exploding try assigning material ids in 3ds max. Ex: high poly piece 1 wth mat id 1, lowpoly piece 1 with mat id…
Stunning work on the props and especially the materials, lovely work! I'm not a huge fan of the final picture though, mostly because of the composition. It's quite hard to read because you don't really have a clear focus point. The original concept doesn't have a clear one either, but it has a lot of rhythm with the darker…
Awesome start to a cool prop, very TF2. The only thing I can suggest changing would be the logo, it needs a bottle cap behind it. Maybe even normal mapped to stand out like it was stamped into the metal. You could make a higher LoD version and round out most of the angles, just make sure that the LoD's are more/less…
Hiya guys, been awhile! Wanted to do a little Friday Character Art drop! Here are the 6 Friday the 13th Jason Characters I had the absolute pleasure of working on. More incoming such as the counselors and props. Full deets over @ https://www.artstation.com/lildragn
Arch Virtual is looking for 3D modelers to develop prop assets for our projects (mostly furniture, fixtures, and equipment for non-game and arch viz projects). Applicants should have a keen eye for detail and an ability to deliver a high level of accuracy based on photo reference or a schematic drawing of an object.…
Let's say I made a lamp, with correct scale, a reasonable polycount and good looking metalness workflow maps. (or it could be a set of lamps, just to make the whole thing more believeable) Can I call the job done and submit the work? if not, how much additional work am I supposed to do? For example: -Users are likely to…
Hi everyone, Some of my works for WWII Warzone Environment from Leartes Studios. All props have 3 LODs (nanite, traditional lowpoly and mobile-ready lowpoly) with multiple versions: standard, broken or smoked. Blender & ZBrush for modeling, RizomUV for UV unwrap, Substance Painter for texturing and Marmoset for Rendering.…
We do the same pretty much, our prop artists plans and creates the props together with us level artist. We then take the props and dress the levels. Basically you're in charge of everything visually in the level. You are also key to bringing the whole level together, which could be constantly talking to level designers…
Hi! My name is Alexаndr Zhilkin. I'm currently an vehicle/hard surface/props artist for hire living in Russia. I have a lot of experience in modeling military equipment and transport. In cooperation with some outsourcing studios, I participated in such projects as "World of Tanks", "CoD WWII", "Armored Warfare" and others.…
Hey guys, My name is Thomas Manser and I'm an 3D Environment/Prop Artist from the UK who is currently looking for some remote Freelance work. Attached is a few examples of artwork I've created, from scenes, props to sculpts! If you are interested in my style and quality of work, feel free to send me a message or you can…