You have definitely shown your skill at modeling and texturing with what you have currently. All the assets appear to be game ready with a few minor adjustments. Which is good start! With portfolio pieces it doesn't hurt to go a little more with the topology just to add those small details to give a piece that pop. Overall…
Photo Reference Pack: Hardsurface Download on Artstation Hardsurface props list:Korean railroad props 2 different small pumps Old flash lightPalette truck Old fenwickHeating pipe system Trailer joints 3 different heavy machines to treat crops Mechanical shovel Plow Caterpillar machine to carry grapes boxes (used during the…
Hey Darren, Skimming over the other replies here - I think I'm just echoing their thoughts: -You need to create a cohesive scene. It doesn't need to be a functioning level, but something to give context to your work. The props themselves are fine, I think they look good, but they're not standing out as big pieces of work.…
feels sorta bland. you're using a bunch of props to dress a boring shell. Put some strutural detail into the shack/cabin instead of creating a trophy room. you have all this flat surfaces with a small prop placed in the middle. the tiled wood texture doesn't help. Change up the textures used for the floor/walls/ceiling. I…
uuh so a bunch of travel and the ever magical christmas + new year period = no time/no decent computer for 3D. Plus I've been putting off posting because of 'uuugh nothing is good enough everything sucks'. Which may well be the case, but I decide I'm still going to post some sketchbook junk everynow and then. I've been…
So, I'm not going to really comment on the props so far as I feel they need a lot of work. What I am going to say is that I think you should drop the whole "one piece a week" process. You are going to end up with 52 mediocre pieces that aren't going to help your folio at all. I would rather you spend the whole year working…
Hi all — looking for thoughts from experienced artists and technical folks on a workflow challenge I’ve been thinking about. I’ve been examining common pain points when moving assets between Blender and Unity, especially around: * Export pipelines (FBX/GLTF) and unexpected mesh transforms * Scene hierarchy handling and…
Updates: dropped the pallet texture down to 512s (thanks to the harsh but fair assessment of Tor Frick) as they were way to high for a simple game prop, seem to have lost a lot of detail, which will teach me to not use unique textures for such simple props. Added oil drums, these do have modular textures and I've created a…
What jobs can I get in non-gaming industry space? I have a degree in 3D digital design and have done 3d environment art work in the past. Mainly right now, I’m a game designer that does gameplay and some narrative design. I got some programming skills but I’m not a programmer at heart, I’m actually pretty bad at it if I…