Just some props I designed for a map in Minecraft. These were made using cuboids with restricted axis rotations, meaning one rotation at a time per cube. It's one of Minecraft's limitations but it's fun to work around. Textures were made using Paint. net model model model model
Hello everyone! This is my first thread on the Polycount Forum. My name is Anders and I'm studying CG in Sweden at gsCEPT. I'm currently working on my specialization project, in which I will create props for games. I will create the following: * One organic prop, an oak tree. * One hard-surface model, a motorcycle. (As…
Hello, my name is Oleh. I am a 3D Environment/Prop artist.Feel free to contact me at any time. Portfolio: https://www.artstation.com/artist/mabden Email: mabdenq@gmail.comSkype: mabdenq
This is a hero prop I created for Vampire the Masquerade Swansong. An antique music box used for a puzzle in the Red Saloon level. The challenge was to maintain a good texel density while keeping it as photorealistic as possible. Texel Density is at 1024 px/m at 2k textures. Pretty happy with the results. More renders on…
Hello, I have been learning 3D for some time now. So, I created a prop recently (it's based upon Mikael Yusifov's concept art), but I need critiques to improve myself, especially for texturing. Please do not hesitate to be brutal :)
this prop is awesome, great attention to detail and those textures are sweet man. inspiring to see someone nail a prop at a pro level. did you use reference for this? just curious