These are just my two cents from the perspective of a stylistic prop artist, but hopefully some of my words might help a little! As others have suggested in this thread, in regard to not having experience, you could always try your hand at freelancing/commission work for indie devs. While they may not be able to provide a…
Greetings fellow polycount members and potential employers! My name is Roman Masalov, I'm a freelance concept artist and illustrator with 7+ years of experience capable of wide range of work: from character and creature design to environment and props design, using both 2d techniques ( painting, photobashing) and 3d…
Hi everyone! I'm a developer for OctoShark Studios and I'd love to share/promote a hilariously good time! The studio works for free for the love of the game and community! As an environmental artist for the team, I am very proud of what our developers and testers have created for the public to enjoy. Our first game is...…
That's very helpful reference. I'm going to try to assemble some quick and dirty garbage vectors and maybe spread some more foliage around. Bigger props will take the most amount of time, I've just gotta figure out what I want to actual props to be.
I know this is an environment challenge, but may I make the suggestion of doing a single prop for this month? I only say this, mainly because I'm finding it hard to get any of these challenges finished and I think a prop is a much smaller scale project that we can finish.
More props need to be given for this. Lots of people start similar threads and get super defensive and pissed off when told what they should do and how things really work. It's refreshing and awesome to see someone actually read the advice and listen. Huge props sir!
Ticket sign prop A bit more complex prop. There still is a bunch of problems like metal bars intersecting with plate and glitches on a cylinder edges. But I am time restricted, so decided to stop at this stage. By the way, I like how emissive materials looks here.
Well quite often I spot bad UV'ing and seams on lots of props in games but to be fair their sheer scale and the fact most of these props are not made for long glancing makes up for it. Texturing can take ages if done to perfection but then would some games be finished in time :D
ENVIRONMENT ART MENTORSHIP 2020: First round of props - containers and smaller wall designs. Not really sure how this will turn out, so I'm just making a list of all of the props I could need and doing a few variations on them. Still no final models yet, just sketching.
*SPOILERS AHEAD* I chose to do the first (and final) scene, This is my work so far, I still need to tweak some proportions, add some random boxes and props scattered over the place and work on the textures. The characters have less than 500 tris and the props 100.