How to Model and Texture Huge Props for Video Games
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”How do you approach huge props?” is a question I get fairly frequently. Let’s take a look at some of the bridges I’ve built for games over the years and discuss the approach I generally take. It may not be perfect, but it works for me!
We’ll look at the texture in Substance Painter and discuss construction techniques in MODO.
Hi! I’m Warren Marshall!
I’m a freelance, hard surface 3D artist living in North Carolina. I specialize in hard surface work but I can do pretty much anything from environments to props.
I worked at Epic Games for over 15 years and started freelancing after that. Since then I’ve done prop and environment work for some fun projects, including We Happy Few from Compulsion Games and PlayerUnknown’s Battlegrounds. I’ve also done a bunch of asset packs for the various marketplaces.
I have experience with Unreal Engine 4 and Unity and know how to put assets together quickly that look good in those engines.
Here’s a link to my Art Station page where you can see a bunch of my latest work:
Visit my main web site here :
You can email me directly if you’d like :
Questions, business inquiries, support – or just to say hi!
Motion Graphics : Skye Nelson, aka ”SkyeShark” ( http://skyeshark.artstation.com )