Just reading through the other Noob Challenge threads should give you an idea how people work. Usually start by blocking your scene using the concept, colorize what parts are built together and whatnot. Then start by blocking out the environment in 3D, and build from there. I've never actually built a scene from concept,…
Finaly I have something interesting to show, I've been messing around with proportions, tried to match as close as possible the concept. All the parts are modeled as chamfered low poly (midpoly?) and used the weightened vertex technique to match the actual starcitizen's pipeline. Image rendered in 3ds max with flat colors…
I think your walls are too empty right now. Maybe add some peeling off effect to that wallpaper in some areas, with actual geometry, not just by texture. Maybe add some more variety in the ceiling texture as well. I also think (this may be just my personal preference) that your scene is too saturated. I think desaturating…
I suppose that you are looking to become A character/prop artist. I think that your stongest point that you have shown is your environment props. Maybe make a decision as to whether you would rather work on environments or character and keep on expanding your portfolio based on that decision. I think if you decide that you…
@BlackNiboWOlf It means that the scratches and wear and tear are consistently everywhere instead of places where they would make more sens. Because of this your textures have this procedural generated look to them. Example below: In example 3 you can see that this prop has color variations and things like subtle dirt etc,…
Zero: Yeah, I mean if I ever plan on puting this into like an FPS or something that would have definitely saved on texture space size and woulda makes the bricks a lot less blurry. For the sake of just having this as a background prop I didn't worry too much about that. I'll remember that for future models and such though,…
Unless you are experienced and capable of working smart, yes, assets take longer to produce. Essentially we are using hi poly to sketch our designs onto low poly , instead of just sketching those designs in photoshop. Thats really all that normal mapping is. I'd say it takes twice as long as it used to. I've been doing…
One of my favorite concept artists, Fernando Correa, posted a concept of this sword on his ArtStation and said to model it if you wanted to, so i did because its awesome :D https://www.artstation.com/artwork/dOAZoe A few props I made for the Box of Mystery challenge on Artstation last year, didn't end up finishing the…
I imagine it'd depend on the studio who does what task, but I highly doubt you'd want to ignore UV work. After all you're going to want to build up a portfolio to eventually get a job, so you'll want to demonstrate that you can do prop work from beginning to end. After all, what environments have no props? UV'ing is a…
Got slightly interrupted this week as I had to do some layout print in-design stuff for an agency and took a bit of a break this week playing the xcom expansion (damn you addicting video games, damn youu) Anyways back to doing what I love. Converted the steak drawing into more of a texture map and modeled it out. I threw…