Hey
#PortfolioDay
I'm Jonjo Hemmens, a Junior Environment Artist at Rocksteady Studios. I've done a lot of props and texturing this year, but looking forward to going back to full environments.
Portfolio -
I wrote for Adobe / Substance on my Hemlock Forest project. I cover a bunch of different things I learned throughout the process, such as making plants, workflows for designer, and how I put it all together in Unreal. check it out!
@Substance3D
I wrote an article for Experience Points about my 80's Vending Machine project I did last year. There's a bit of breakdown, some soft skills advice, and a little art theory. Check it out 😎
#3Dart
#3Dmodeling
#GameDev
#GameArt
#Marmoset
Got to show off some of my environment work in the Suicide Squad trailer! Remaking the iconic Arkham intro was insane. The whole team has worked so hard on this project, and I'm so proud to be part of the team. If you haven't seen the trailer, go check it out :D
#SuicideSquadGame
Started blocking out a new UE5 scene, and it's Disco Elysium Fan art! Wrote a little blog thing on artstation if you're interested in reading more 😎
#gameart
#wip
#blender
Never done a
#PortfolioDay
before, so here I go. I'm Jonjo Hemmens, an Environment Artist at the Creative Assembly working with the Warhammer team. I love lighting, storytelling and composition.
started work on an orthographic shot to match the game, some nice visual bugs here to fix up from the orthographic camera as well as some messy scene back faces, but it's starting to look quite similiar
for a bit of fun over lunch, I decided to re-render some shots of a mech I made about 4 years ago based on a design by
@KaranaK
the asset is definitely showing it's age, but i'll take any excuse to boot up marmoset
Here's my latest personal project, Will's room. Drew a lot of inspirations from uni life for this one. The scene is game ready and built in UE4, let me know what you think!
#environmentart
#gamedev
#gameart
#3dart
Joe is one of the most talented artists mentoring right now, if you're interested in learning how to improve your skills with modelling and texturing, his mentorship is perfect for you
Jay has just released on one of the best courses for improving your texturing workflows in Substance Painter. Some of the techniques he uses are fantastic, and the results speak for themselves. Go check it out!
Hello all!
I recently collaborated with Artstation Learning to put together an intermediate texturing course called "Substance Painter: Pushing Your Texturing Further" 🙌
#gameart
#gamedev
#SubstancePainter
@Substance3D
Part 1 of my 'Guide to Game Art Applications' is now live on my blog. This is how I approach the most important part of the application process - portfolio building and job postings. Send it to someone who will find it a helpful place to start ✏️
In this series, I reveal what I learned from the most reputable artists around, allowing us deep insight into their areas of expertise. In the Environment Art edition, I explore viral topics from composition to communities, textures to AAA and much more🤯
My good friend Charlie wrote an article about how Level designers adopt the spatial considerations of architecture theory. A really interesting read for both designers and environment / level artists!
I only scratched the surface of the topics covered in this article, but hopefully it makes for a useful jumping-off point! Thank you
@NextLevelDesig2
for the feature (:
@Jay_Travers11
I made the profile of the handle, extruded and twisted it to match my ref, added edge subdivisions of how many wires I wanted. I turned each edge into a curve in blender, made a repeatable mesh for each wire type, then used array modifiers on each curve. tedious, but did the job.
@realYoners
I usually model each thing uniquely, which has been particularly helpful on this project to learn a new modelling tool. Never kept assets between projects and I don't work on blockouts regularly enough to merit a library, but it could be useful for some.
@polygon_academy
Although I haven't played Rust in years, I still read every dev blog. They discuss upcoming changes, arrival of updates, and give rational explanations for their changes. It's no surprise the game is still massively popular 6 years after alpha launch.
@david_peryman
I'd say the leaves are looking a bit rough, little less roughness / some more specular might help. The overall shape of the leaf and grass clusters is incredible though, can't wait to see how this one comes together!
@polygon_academy
I think there's a lot of benefit in sharing development with your fan base, it can help humanize developers and grow a stronger bond with a community if done right. Directly responding to player feedback is the strongest way to build community and improve the game.