Mostly a repost from my artstation, https://www.artstation.com/artwork/xarZr This was my first prop from the Wild West prop render competition found here, https://www.artstation.com/contests/wild-west/challenges/40/submissions/32163 The texturing is atrocious and I will be redoing it in time, most of it was literally a…
Mostly a repost from my artstation, https://www.artstation.com/artwork/xarZr This was my first prop from the Wild West prop render competition found here, https://www.artstation.com/contests/wild-west/challenges/40/submissions/32163 The texturing is atrocious and I will be redoing it in time, most of it was literally a…
Hey everyone I am Jake Virginia. I have Two plus years, of creating 3D environments and game-ready props. Coming up with efficient ways to model, texture and light props and scenes, as well as learning to develop my skills in composition and design. Producing well lit compositions to match specific artistic styles.…
Hello. I've been working on this model of a classic GM New Look bus also known as the "Fishbowl", I intend to keep it roughly around 100k polygons for the finished model while maintaining as accurate looking proportions as I can. When the model is done (hopefully soon) I intend to make some renders of it with a heavy…
Hello. Prop artist at Ubisoft here. Once you have acted on PixelMasher's advice above, feel free to shoot me a PM for some feedback. Personally I like your stuff, but you only have 1 environment example, and 1 prop, you also aren't showing any breakdowns of how those are made, so it's difficult to judge the quality of the…
Basically it looks like you have a ton of AO and no cast shadows. Your AO (basically everywhere the different parts of your prop intersect) is very strong, dark, and diffuse. So I would tone that down a bit and reel in the spread. Also adding some very crisp cast shadows in certain areas (like coming from parts of the prop…
Aside from the scaling... All the props seemed to be randomly picked from scenes of different genres. Construction, junkyard, city, market place, highway, and a pirate ship. There doesn't really seem to be a thought process behind what objects were put in the scene. It all feels chaotic in a way. And not because everything…
This is just the concept floor and ceiling plan for my Throne Room Entry. The top is how I plan on doing the floor, and where I plan on having my props placed. The red is all carpeting, Circles are pillars, the Orange Stars are Torches, and the Ovals are candles. The Squares in in front of the pillars/right behind the…
Just giving away my two cents tips again. I like the smaller bag. For me the smaller bag the one which makes him look larger. (Small size of a prop (eg. a cellphone) makes the carrier look bigger, a bigger prop makes the carrier look smaller. Same as heads. Small heads: illusion of big body. Big heads: illusion of small…
Finishing up the main floor of the "Arrival" level design I was working on. The Stairwell in the previous drawings leads to and ovular inner-city structure. Aerial cross_section This is the Dragon Altar vessel. Slight repost, this one has some cross-section goodness though. :) Getting back to other things: Got a greenlight…