This will be my first post on polycount. I am a 3D artist with a couple of years of working experience in TVCs. Now I've migrated to Australia, got a PR and studying Advanced Diploma in Games Development. And the first game character I wish to build is a warrior. A Nordic Warrior. These are the concept art progresses I've…
Hey Wes I'm liking a lot of the changes you are making to the scene. The landing platform is not getting nearly as lost as before and you dont have the ridiculous amount of dead empty space on the right as you did before. As I said before I think you should make the rock walls different chunks and very the heights a lot…
Built from a piece of Dead Space concept art (courtesy of EA). 21,349 tris after instancing. Any c+c would be greatly appreciated, especially on improving the lighting/post. Here's the concept:
Greetings! We are developing a premium browser-based 3D configurator for fiberglass swimming pools and are looking for an experienced realtime technical artist / game-ready asset specialist to assist with optimization, retopology, material conversion, and realtime rendering workflows. We need someone who specializes in…
Hello! I'm a professional environment artist with 8.5 years of experience. I'm open to taking on work in a freelance capacity! A little bit about what you're getting from me: I've been in the games industry for 8.5 years, and worked at several AAA studios, including: * Electronics Arts/Codemasters // EA Sports WRC *…
But back on topic, love the direction you’re heading in. I agree you tend to want more moody lighting for a horror game. I would suggest revisiting the night lighting, but taking care to add more fill lights. The purple is too monochromatic, which tends to induce visual boredom very quickly. You could try adding moonlight,…
Looks great, dig it :) Lighting could use a few bigger light sources, such as street lights or something like that. Right now most of the lighting comes from tiny light sources which is always a big no-no when doing night scenes.