I don't think its quality drop exactly. My idea is that "photo-real" on realtime rasterizing engine whatever advanced it might be still requires certain level of special visual style , an art transformation of reality . Not like usual stylized hand-painted games, typical for mobile games but still lots of show vs hide…
Hi, I'm Jose, a 3D artist specialized in props and environments for games. I've worked with UE4 and UE5 pipelines and feel at home with industry-standard tools for real-time art. I love crafting realistic assets but also enjoy exploring stylized art. Lately, I’ve been diving into Houdini and programming to expand my…
1. I don't think the 'High vs Low Poly' thing is the decider, it's more a case of where the asset will end up. Regardless of how the textures are created, your target platform will determine your triangle budget. Hand painted textures and toon styling are often associated with low poly because the large majority of…
Hey all, Just finished this piece to help with applications to mobile companies :) The idea being it would be used in an RTS or a Cityville/Farmville style game. Probably not going to revisit it but feel free to crit and I'll bear it in mind for my next mobile asset. Feedback on the portfolio as a whole is welcome too!…
- The fire extinguisher could use some grunge on the handle, and also some dents and dings. Right now the paint looks like its wearing away and old but doesn't look like anybody has bumped into it or anything. Try condensing the different angles down to 1, max 2 images, as a recruiter won't want to scroll through 6 images…
Really cool advice, thanks Gav! I've always wanted to attend those portfolio review workshops at GDC, and have always been busy during them. Interesting to hear about the stylized/realistic portfolio breakdown stuff. What sort of next-gen qualities are studios that work in stylized art looking for these days? There is the…
Most up to date picture: Hi there polycount! These are some WIPs of a tavern scene I'm currently working on while following the Tobias Koepp tutorial. Currently lowpoly with normals baked, in marmoset but moving to UE4 soon. To do list involves TLC'ing the floor edge to sell it more as a diorama, finishing up some final…
So I decided recently that my interest lie more with stylized pieces than realistic pieces. I have finished all of my stylized pieces where my realistic pieces I always lose interest/steam midway through the project. With that in mind I decided to go ahead and do something super stylized. I am also learning to loosen up…
Hi all, I am a 3D character/prop artist from the UK. I have previously worked with several indie developers on titles such as 'Gods Will Fall' and an untitled stylized fantasy game from the team at Antler Interactive. I have experience with several studios including Sony, Future Games of London and Clever Beans and am…
Would you guys suggest someone that comes from a history of 2D illustration, realism and then stylized, focus on creating and studying realistic human sculpts strictly before moving onto stylized characters or would it be fine to focus on stylized characters if that’s what I want my end result to be? I just like to make…