Its common to also use already existing props and quickly scale them if needed, even if it wont be the final version of a prop, having a ladder or stairs, or something else in place allows the designer to visualize the map a bit more and allows them to run around and get a feel for whats working and what needs tweaking.
I didn't even see that you responded poopers, thank you. I think when i get back i'll texture up some more dark medievil guys, like the knight. Then texture the pitch black creature. After that move back to props, and try to do a finshed prop a day for a month.
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…
We tend to think about polys when we should be thinking about verts. Verts matter more than polys. Verts are points in space and polys are surfaces between those verts. If you delete the poly but leave the verts its not saving much, to really get some savings you need to nuke the points in space. If you delete one face of…
Looking at the tank scenes, I can see that the props and tanks are all very stylized. Lots of large details, and the definition is achieved using shapes and colors rather than high frequency texture detail (see: your renault tank) Its almost leaning towards a TF2-ish direction. but then when you look at the surrounding…
Your site design is solid. The only change I would make is to have the default page be the portfolio instead of the reel. I'm guessing you'll find that most people won't look at your reel, and just look at your portfolio instead, I know I did. You could also improve the layout of your prop image as well. The weird thing is…
I checked your work to keep you honest, and there were some mistakes that I think were made that may have skewed your results towards your final conclusion. For one, you didn't actually bevel the edges, you just added loops and used edge smoothing to get a beveled look. However, if you actually use the bevel tool to…
To add to the critiques. You said that the model is 4,500 tris, but it looks so boxy that I feel you could have come to the same result with 3,000 or 3,500 tris. Also looking at your texture sheet. You should have no room for "Showster 2006 3d Palace." Yes its nice to have that on there but all that space could have been…
@dragon66 Thanks! ---- Here is my latest UE4 WIP. Still VERY EARLY progress. Most materials are still in their infancy, most textures are flat, and some props are cubes. Trying to nail the structure first before moving on to hero props. Still a TON to do here but I thought I'd share anyway!
More progress. The wood on the table (and other home furnishings) is a little bit warmer and less worn by nature and dwarf than the barrels, as is the table metal. Bonus the legs can be used as anvil props, may adjust the positioning some more on the base as well as adding some more heft to it for the individual prop…