I've recently started a short project in UE5 using already made assets to focus mainly on composition and lighting without much modeling. The idea was to make a Shaman Cabin using mainly the free Quixel Medieval environment package and a few megascan props. The cabin is owned by a shaman living retired in the forest,…
i think you only need to start making full realized models. the art skills are already good enough. And making convincing human anatomy is one of the toughest things. you already doing good at it. But there is a difference between rough sculpts and a finished game model. will be fewer jobs and more gate keeping for…
Hey guys.. this is my progress so far.. - fixed alot of meshes - solved some scale issues - messing again with lights and shading in maya and ce3 - since i only use modular in maya and not in Ce3 i redesigned some tiles. - done some uv stuff on most of the static props Thinking about doing all static meshes (floors,wall…
I think your Shrine is the strongest thing in there and that if you took that and made a checklist of everything you need to learn and apply it you could have something pretty cool. Will it be enough to land a job? Probably not. Will 5 more projects of that scale and with consistent quality throughout get you a job? Maybe.…
Chugging along! Since the last update I have implemented: A rope bridge Side Ladders Lookout Tower Wood Support Beams Lots of UV mapping! Stuff I still need to do before I start texturing aka To Do List: Build ladder going down the tower Cloth/Sheet blocking in the main entrance Prop Lighting (Christmas Lights, Etc.) More…
When in doubt, add enough polygons so that there are almost no faceted silhouettes on anything. Ideally, the untextured low poly model should look pretty good, even without things like normal maps (use face-weighted modeling and add little bevels fairly often etc). If a small prop that might have been 200 polys last decade…
Not to sound harsh, but currently you don't have anything yet. Sorry that's the truth of it, your portfolio has nothing to offer a studio. Layout/composition - needs work Materials - needs work Modeling - needs work Texturing - needs work Anatomy - needs work Lighting/presentation - needs work Get back to basics. Make a…
...Yep ...Yep ...Big Yep The work you have posted is all over the place subject/specialization wise. Also, The quality probably not where it needs to be to get the attention of potential employers. Best advice I can offer is to decide which specialization interests you the most and start building a focused body of work…
This looks great! 2048 is huge for a single prop. I bet you want the text to be fully readable. But really a game prop is about reability from a distance, not up-close careful examination. Maybe it would be OK if it was a handheld FPS weapon that was going to be seen upclose constantly. Even then that's still a huge…
Second one called Virus Vault. I worked on it only partially though, mostly finishing up some of the areas or cleaning up some parts of it. Probably everyone in the art team has touched this map at some point due to quite difficult dev life of the level, filled with constant LD and Art changes. Well, all those changes…