I've just finished a project I was chipping away at in my free time . As many others in the industry with no work it I've also been affected. If you need an experienced Environment Artist with great versatility ( Materials, Lighting, props, weapons, sculpting, level art) ,msg me!
Need some cool realistic 3D assets? We've got you!
We've partnered with ScansMatter to offer a massive library of 3D props and environments for UE5 at an insanely low price.
Available for a limited time on BundleFoundry. Check it out!: https://t.co/8fE2YRgBGQ
Have you been playing @CounterStrike 2?
Our team recently had the opportunity to create some more assets for another Counter-Strike Map!
de_cache was released and we were happy to take part in creating some of the vehicles and assets for the map.
Congratulations to the team and everyone @valvesoftware for putting together such a beautiful update to the community map.
Please take a look at some of our work and find more posts on #ArtStation. Then see if you can find the assets while playing the game!
Truck
https://t.co/Td4sIpCZHM
Bus
https://t.co/er1SYh6xut
Cleaning Robot
https://t.co/85mfFpR967
Forklift
https://t.co/oTOm38R9B7
BTR
https://t.co/AFDE4Jini8
Large Assets
https://t.co/PEHu41jx5E
Small Assets
https://t.co/9UemaC9cD1
Congratulations to Venkatesh Rajendran on completing the course Game Art Texturing Masterclass: The Complete Pipeline with Robin Mariančík at Sierra Division Academy. 🎉
Venkatesh chose to texture a challenging 3D model of a Motocompo. With Robin’s guidance, he learned new techniques, and how to approach texturing with more purpose and attention to detail.
“The technique I found most useful was working with shared UV spaces and using anchor points for storytelling in textures. These were both new to me and completely changed the way I approach texturing. UV mapping can often feel frustrating for many 3D artists, but learning to work with Rizom UV made the process much more efficient and enjoyable. Organizing and aligning UVs inside the tile became a lot cleaner, and the shared UV workflow helped optimize texture space while maintaining consistency across assets.
Great work!
Did you hear about seismic activity at Area 51? Coincidence? Nope! We've been secretly building something big with leading Flight Sim developer FlyTampa.
Coming soon, you'll be able to join us as we uncover the mystery behind the highly classified United States Air Force facility.
Request access for BTS and early access opportunities as the project evolves: https://t.co/E3hsHgKzrg
#indiedev #gamedev #aliens @MSFSofficial
Please join us in welcoming our newest Props and Environment Art intern, Elizabet Dabro!
https://t.co/K9mLD1TPpR
When she's not playing COD, Elizabet loves crafting realistic art and always striving to improve her skills.
She's already helping us on some projects and doing great work!
We're grateful for all the incredible feedback we've received from students in Niels Couvreur's course Creating Realistic Textures in Substance 3D Painter.
Learn more about the course and hope to see you in class > https://t.co/2V3RKEfijL
We’re very excited to share that our studio is a prize sponsor for this year's Rookie Awards!
As prize, we are offering one lucky junior 3D artist a virtual Career Mentorship. Submissions are now open!
https://t.co/4qWCNwc5bB
@TheRookiesCO
Don't rush the Blockout Phase! Here's a checklist of all you need to consider from Sierra Division Academy's @BeddowsDesign
Scope: Every asset intended for the final scene must be represented in the engine during this phase. This helps identify what needs to be modeled, where reuse is possible, and prevents you from wasting time at later stages.
Workflow: Figure out in advance what workflow and methods you will use to create the assets, such as if you will be using procedural workflows, specific sculpting techniques, and what tools you’ll need.
Establish the composition: Base your blockout on a key reference of concept art. Play with the camera's focal length and position to establish the framing.
If you check these off at the start of your project, you'll save a ton of time later on.
Creating a high-quality asset pack takes some awesome teamwork. Did you know that 8 artists worked on our Military Trenches - Modular World War Compound?
Together they did everything from environment creation, level design, prop design, materials, texturing, VFX, and cinematics.
Check it out and let us know what you think!
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#gamedev #unrealengine