Hello, everyone. I've chosen Krzysztof Maziarz's( https://www.artstation.com/krzymsky ) concept art to practice on making modular assets and learn how to use substance designer. I was hoping to improve my skills more overall in modeling, texturing, and lighting. This project will be a portfolio piece. Right now, I'm…
Hi guys I've been part of the polycount community for about 2 years now but until now i wasn't confident enough with my work to post it here I'm a self taught 3D Environment Artist with around 3_4 years experience with 3D Applications trying to built my portfolio starting with this piece and i think i'm gonna need every…
This is a great start so far. As Peter suggested, I highly recommend you to revisit the blockout stage mainly when it comes to scale. It's the first thing I noticed when looking at your images. The characters feel a bit big for the alley or it feels cramped. Feel free to change the layout a bit of course as you don't have…
New Environment Project After seeing Spider-Man: Into the Spider-Verse, I instantly fell in love with the art direction and style. I immediately started breaking down the techniques they used in the film and began implementing them into UE4. I've been wanting to use this concept by Shin Jon Hun for awhile, and now I have…
Hey all. I've been posting this guy a lot on the WAYWO thread, as well as bugging people on Twitter, and just wanted to give all of my work in progress shots a place to live together on Polycount. The idea behind the character was to make a sketchy looking, non-bulky (my usual go to for personal projects), npc that could…
Hello. This is my first unreal engine project which i plan to post in my portfolio. Before i was doing only props, this is my 1st environment. Also a first project where i can learn unreal beside tutorials :) For now so far i have mostly 70% of models and from textures only foliage and cobblestone texture. If anything else…
On your alley scene: I think higher contrast lighting would help it out a lot. I actually just did an alley scene a while back and got some excellent crits on lighting. In cities, there are a lot of orange hued lights and fluorescent lights that give off a white-green hue. You could use some orange lights off camera, and…
I’ve worked as a contract environment artist at a VR studio for the past two years, but recently we’ve been slow and I’m using the time to work on some personal projects. Most of my time is spent making models of modern buildings and interiors. Personally, I always want to make a bunch of old, dusty trinkets and crooked…
yup I couldn't agree with Adam more (mostly because he is agreeing with me). He brings up a great point tho, you need to help tell the overall game story and sell the scene history. I consider the story telling aspect of things semi mechanical and often dictated by someone else. Things you must contain in your scene for…