— RESPONSIBLE FOR
Modeling, UV-Unwrapping, surfacing, box collision
Over the course of approximately two months, I was tasked with creating 36 assets for Scythe Dev Games' upcoming project. This was my first job as a 3D contractor, so I didn’t know what to expect going in. To secure the role, I first had to complete a short paid test. The test required me to create a finished 3D chair asset and a short looping animation. The project featured a PBR art style, but since it was being developed for mobile VR, I had to adhere to specific limitations: staying under 4k vertices, using a single UV tile (for a 4k texture), and creating custom box colliders with cubes. These constraints pushed me to devise creative optimization solutions, which ultimately made me a stronger game artist.
My first contract involved creating 16 assets, with two milestones for submission. Some assets had reference images provided, while for others, I sourced reference images from Pinterest and got them approved. I saw improvement across the board while working on this contract, but I would say my UV unwrapping skills improved the most. With each asset, I refined my workflow, and before long, I had completed my first contract.
Two weeks later, I was assigned a new contract consisting of 20 assets. The difficulty of these assets varied significantly, with some taking much longer to complete due to their many intricate parts. Despite the challenges, I thoroughly enjoyed bringing the reference images to life through my models and texturing. Below are a few of the reference images I used to create the assets featured in the reel!Over the course of roughly 2 months, I was tasked with creating 36 assets for Scythe Dev Games upcoming project. This was my first job as a 3D contractor, so I did not know what to expect going in. To get the gig, I had to first complete a short paid test. Half of the test was creating a completed chair 3D asset, and the other half was a short looping animation. This project had a PBR art style, however, it was being developed for mobile VR so I had to stay under 4k verts, use 1 UV tile (for a 4k texture), and create custom box colliders with cubes. These limitations forced me to come up with creative optimization solutions and ultimately made me a much better game artist.
My first contract was a list of 16 assets and I had two milestones to submit them by. Some of the assets had a reference image to draw from, and for others I found reference images on Pinterest and got them approved. I improved across the board working on this contract, but out of all of my skills I would have to say I improved the most in UV-unwrapping. Each asset I strengthened my workflow, and before I knew it I had completed my first contract. Two weeks later, I was assigned a new contract consisting of 20 assets. The difficulty range of these assets was wide, with some taking much more time to complete than others as they consisted of many small parts. However, I really enjoyed bringing the images to life through my models and texturing. Below are a few of the reference images I used to create the assets seen in the reel!
All assets created are property of Scythe Dev Games.