Something that stuck out to me in your 'SCP Office Prop Breakdown' is how dense a lot of the props are. How are you creating those props? Are you baking down from a high poly mesh? It looks like you might be creating those props using face weighted normals with no bake (no curvature, normal bake)? I'm a little confused.
Hi! If you're aiming to be an environment and/or prop artist I would start off with having more examples of that type of work on your portfolio. At the moment you only have one environment, and its not very well lit (too dark) so its really hard to see the work you put into it. I really like the guillotine prop, I think…
Hello Everyone, We have released our very first asset pack “Vol-01 office Props” on the unity store. This pack is suitable for all kind of financial institution or offices. All props are inspired from real world with 4k PBR texture. Hope you find this useful for your projects.
Hello Everyone, We have released our very first asset pack “Vol-01 Bank Props” on the unreal marketplace. This pack is suitable for all kind of financial institution or offices. All props are inspired from real world with 4k PBR texture. Hope you find this useful for your projects.
I've been working professionally as a 3D prop artist for a few years in the mobile game space. I like the work, but my interest has shifted to Character Art. My question is, as I'm building a Character Artist portfolio should I not include my previous prop work in the same portfolio? I worry having both props and…