Position Type: Full-Time Skill Level: Intermediate Opportunity We are looking for a full-time Environment/Prop artist to work for FastTrack Studio on various projects. The availability needed for this position is 40 hours per week starting with a 1-year contract. Please note, this position is intended for a freelance…
@teodar23 Hey thanks for the feedback! Yeah now that you mention it, the pathway really looks pretty bland, with just the cubes scattered. The concept was very sketch heavy so I couldn't really tell what was there, but that's where I'm supposed to come in and make it interesting haha. I can make some more objects like worn…
Big screenshot dump! I have been chipping away at learning textures and working on the project these last few days (just been learning designer) so there wasn't much to post but I made my material in Designer and also grabbed a grass material from the Quixel bridge and got some vertex painting going. I may make the plan it…
monkeymintaka, it sure helps, but you have it pretty well done :) CatalystFire, that looks good :) A quick coat of paint and you're done! krztyczekpstryczek, nice blockout! The only thing I would do is scale the two lower thirds (the stone part) up just a tad. The altar seems a bit taller in the concept. Other than that,…
To build off of this... The 2 unfinished high poly models are nice but are technically unfinished and nothing in your portfolio tells me you know how to create low poly models, unwrap or use materials wisely. So there is an information gap that leaves questions. The environment is not really up to industry standards. It…
I'd say if elements don't have a smooth transition it's almost always better for them to be separate pieces. There is nothing wrong with floating geometry besides maybe having an AO baking error or something like that. Sometimes it's easier to just bake things down into your low poly. It's really a case by case thing. It…
Also consider that env work is not just about doing props or texturing buildings then stacking that together. Good enviro work relies on a lot of very smart things to do right (creative tiling, mesh modularity, texture blending, normals editing) that are rarely taken in consideration when doing char work. Char work is sexy…
About the golem, I'd probably bring it into the concept stage again, mainly because I feel like it needs a stronger design before you proceed. It's a good start though! The scene looks alright but as you said taking it into UDK will probably be worth it :) Nothing shows off your modeling and texturing skills though. To me…
It's definitely intimidating when you look at the wide spread of programs and disciplines that make up a "3d artist". I think we all have some program we've been putting off learning while we finish other work. "Oh I have to pickup marvelous designer", "I never got the hang of hard surface", "I need to learn rigging…
The lower columns are rather stout compared to the reference image. When working with bricks, it's important to line them up in the correct position. The layer of bricks at the bottom of the lower windows is off; it should be exactly at the bottom of the windows, instead of a bit low. The bricks are also off at the ledge…