Is there a rule of thumb to keep in mind while modeling scenery props that have a lot of shapes that when boiled down are basically just 3D primitives? For example, if you were building wooden steps that are separated and a hand rail, the whole model could be made up of elongated cubes and cylinders. Floating pieces that…
Hello all, my name is Victoria and I am an environment and prop artist! I specialize in stylized art styles and have worked with a variety art styles from low poly to hand painted I can do: * Hard surface * Organic * Hand painted * Low poly * Cartoon * Lighting * Post processing * Substance painter * Blender and Maya *…
Hi, guys! I've entered another stage in my project: rigging. Most of my skeleton is ready, but as I was preparing to bind it to the mesh some questions came up: - My character wears an armor. Should I keep the parts (such as legs, boots and shoes) separated or should I combine/attach them all before binding? Does it even…
Hey! Open for freelance work. My portfolio: https://www.artstation.com/kaspars I have over 10 years experience in game-art development. Hard surface is my thing and weapons/props is my passion. What You get: - amazing asset quality - unique 3d models - good communication and WIP images of process - affordable price Contact…
Hey Polycount! I'm trying to get closer to World of Warcraft's style, so I'm doing a smaller project where I can focus on the texture painting. I decided to pick a current area of the game and create props for it that aren't already there. I'm making a forge, anvil, tiled floor, and maybe some more small objects.…
Hi, my name is Rômulo Ferreira, I'm 3D Environment / Prop / Vehicles artist. Email: romulo.professional@gmail.com Skills: - High poly and Low poly modeling - Modular and Non-Modular - Retopology - Baking textures - UV mapping - Texture creation with software like Photoshop, Krita, Gimp and mainly Substance Designer and…
Hi everybody! I am trying to beef up my portfolio for rigging and animation, and the biggest critique that I got at GDC was to start rigging more unique/challenging props and characters. So I figured I could put up a thread here and see if any of you guys would like to have your stuff rigged! Here is my reel as it is right…
Hello, I'm in the middle of an art test where I've been asked to create an environment diorama. In the Maya scene there are hundreds of hand placed props, a lot of which contain alpha. Now I know how to turn Cull Back Faces on/off but as far as I can tell there's no way to group select and turn Cull Back Face to OFF for a…
I have 3 years of experience in the industry, I worked for several Indie teams on a few different projects. I work in Maya and Zbrush and texture in Photoshop and Substance Painter. I excel at Hard-surface, anything from props to vehicles, weapons and even entire environments. But I can also do organic assets. I was also…
My name is Aleksandar Fodor and for the past 5 years I have been working in the industry on various projects of all calibers. I contributed with my work to many known AAA titles. My responsibilities were made up of asset creation including weapons, simple and complex props, environments, architectural pieces, vehicles. As…