Hi my name is Nidal and I am Environment/Props/Texture artist. Recently I finished a fulltime work(contract) for differents games and I am looking for some freelance work or a other fulltime work(contract). I am based on Marseille but I am able to relocate for a fulltime work. I have 1 year of experience in video game…
Hello, Infinitesimals is a Sci-fi indie game. An overview video of the project can be found here: https://www.youtube.com/watch?v=NAjObbYnFYo And the polycount devlog: http://polycount.com/discussion/139627/project-infinitesimals-an-indie-game-art-development-log/p8 I'm looking for an 3D artist to help me out with the…
Hello, We're looking for freelance artists to complete our team. - Concept/sketches - Characters/creatures - Riggers - Animators - Props/Environment - Hard/Organic surface - Vehicles artists - Textures artists We need only veteran and killer artists who have strong experience and great skills in his own domain. We work…
Hey all! I am a long ways away from having my portfolio updated, but wanted to start a thread showcasing some of the many props and assets I did for Transformers: War for Cybertron. I've still got a lot of High Poly to showcase as well, which I will try to get up before too long. My responsibilities were mainly focused on…
Hey, I've run into an issue with applying a large texture to a small object. While my source texture has clearly legible text, and exports into a clear and easy to look at dds, once applied in the engine, I get rasterized low rez soup. Basically it looks like it's using a texture 1/16th the size of the original. While I…
Hi everyone,my name is Simon and im a 3D Environment/Texture/Prop Artist. Right now im looking for : * Remote work * Freelance * Part time employment I can speak French and English, both fluent. My skills and portfolio: Portfolio : https://www.artstation.com/droswing SKILLS : * * * * * * * SOFTS : * * * * * * * * * * * My…
Stylized/painterly props time! So far for these, my pipeline has been to sculpt, then use the AO bake as a reference for the color texture and create two final materials, one diffuse-only and one with the whole normal-spec-gloss-etc. mix. Most of my inspiration so far has been leaning towards Carbine and Blizzard's work,…
Hello all, My name is Dylan, I'm a character artist available for freelance and contract work. I've worked in the local games industry for several years now, and have experience creating high resolution models in Zbrush, retopologizing/UV's in Maya, texturing and rendering in both realistic PBR pipelines with Substance…
It's tough because so many props are mundane/common objects. But that AC unit reminds me of the one pedro did a high poly of. Also that dumpster is familiar as well but I think I saw it on your site before. More what I am trying to say I usually remember people and their portfolios by something slightly more unique or…
https://www.artstation.com/artwork/zOwOzZ Hi everyone, after
many questions about my latest project, I decided to team up with The Rookies
to write an article detailing my thought process, techniques and tools used to
achieve high quality props for next-gen games. When I was a student, I always felt
frustrated when reading…