Hi Polycount! I'm Igor and I'm currently available for freelance work. I'm comfortable with all art styles as Environment Artist, as I have worked on both realistic games such as Killzone, Spyro Reignited Trilogy, Hardware:Rivals and others. I'm also specialising in Realtime Lighting, I have worked on as Lighting Artist on…
Your modeling seems pretty good. It's much farther ahead when I first started at 17. Some suggestions: 1. The image sizes should be more consistent. Some are too tiny or not big enough. You want people to see your work, not dig up a magnifying glass. 2. Don't stick your assets in a pure black background. This provides bad…
PredatorGSR: OK, you're right, that greyscale texture you've got from the XNormal plugins really doesn't look all that useful. I dunno if there's some settings you haven't got right (maybe invert green channel and see if it comes out better?) but here's the results I'd expect generated from CrazyBump: Hope you don't mind…
Thanks for all the good advice and support guys. General feelings are the Skin needs colour work and the face is to bright in comparison to the body. Ace Angel - To create the frills I created a displacement/height map in Photoshop, something that I thought would look right, then applied that to a plane in Zbrush as a…
So I've been pretty busy, but managed to get a night or two of work in this week! Really made some significant progress, moreso than I was expecting. Some aspects have been there, but with tweaks to my lighting and reflections, the small aspects are starting to shine a bit more. Outside of general polish and trying to get…
creationtwentytwo: Hey thanks for the feedback, I feel like you are more qualified as an artist to give critiques, your work is ace. An My plan is to start another environment here soon. Maybe something with a little more style and not so realistic. Vig: Hearing feedback from your is a true honor and Ive always felt like…
driver- yea your right about the wooden crates. i very likely should have added more geo but i wanted to reduce the surface area that the texture was applyed to so i did it with this method. also im trying to give it a similar look to the rage screen shots i was looking at. as well as optimise for a console in a similar…
ok here are a few things I noticed with the models and textures. -That handpainted texturetile... why was that done at 4096? you scaled it down to 512 so why not work at a resolution that is easier to work with? -The rock has massive texture in the visible area of it. Did you bake it? did you use crazybump? -The bridge…
" Just working on this here and there in the morning to warm up" Have you been working on this a lot? It might be better to warm up with 1hr speed sculpts instead, rather than fixing up the same thing over and over, especially if it's just for warm up :P As for critique, I really like the design. Not a fan of the lower jaw…
I've just started using Zspheres to make a human character. Love them for making the body topology. But I've had no success getting the head and face to come out right. I've been using Scott Spencer's Zbrush human sculpting book, but I can't replicate his results topology-wise for the head. I've spent two days fighting…