Much appreciated! Definitely planning for more dirt and grime etc. but that'll come through with some vert blending and decals once the base stuff is dialed in
All the ref you post for folks is really great stuff, when I saw those glazed tiles it just sparked a strong desire to try and make them
15.01.2026 14:26
๐ 1
๐ 0
๐ฌ 0
๐ 0
An image of a flat 3D plane angled slightly away from the viewer. The plane has a material shader applied that attempts a stylized recreation of dark green shiny glazed tiles with pale grey mortal in thin veins between the tiles.
An angled view of an Unreal Engine 5 based rendering of a building with dark green shiny glazed tiles across the major surfaces. The building is made up of a series of rectangular pillars covered in those dark green tiles in two different values. Darker tiles cover the lower third and upper eighth of the while brighter tiles cover the remaining area in the middle. Between pairs of pillars are gaps with either wooden doors or large shop windows set into the walls recessed from the depth of the pillars. On the ground is a sidewalk made of dark grey tiles. The sidewalk has a dark metal grate set into the ground at the base of the one of the shop windows though it only spans about half the distance of the window gap.
Thanks! That's definitely helpful, I've been trying out using a Clear Coat material to really push the depth and reflectivity, but I think I need to dial in the lighting more before I make more tweaks. Right now it's just a quick directional and HDR backdrop and it for sure needs tuning
14.01.2026 16:35
๐ 3
๐ 1
๐ฌ 1
๐ 0
A group of miniatures from Darkest Dungeon the Board Game. Three skeletons are lined up facing left an armored knight, a lightly clothed skeleton and an ornately clothed skeleton respectively. Behind the skeletons a Necromancer in dark red robes strikes a dramatic pose with a long scroll and one hand raised into the air. The miniatures are photographed in from of a printed backdrop of a derelict library in an old castle.
A group of miniatures from Darkest Dungeon the Board Game. Four hero characters are lined up facing to the right. A Vestal, a Cleric character in brown robes holding a book. A Highwayman, a roguish figure in a leather coat and bright red scarf holding a knife and a pistol. A Hellion, a barbarian style character dressed in leather and furs, leaping into the air holding a two handed axe. And finally a Crusader, an armored knight with a blue and gold tabard with a cross on it holding a glowing holy scroll and a bastard sword.
A Crusader miniature from Darkest Dungeon the Board game. He's an armored knight with a blue and gold tabard with a cross on it holding a glowing holy scroll and a bastard sword.
A necromancer miniature from Darkest Dungeon the Board Game. A tall, thin figure in dark red robes. His face is obscured by a hood that only has a small hole at the front which is lined in sharp metal shapes. Larger sharp metal shapes form a collar around his neck. Multiple scroll cases hang from a belt made of chain links. An open scroll is held in one hand that's up across his body as if to read from it. The other hand is held high above his head in a casting gesture. His legs are hidden beneath his robes which go to the floor. What little skin can be seen beneath the bandages on his hands appears grey and dead looking.
I've also been painting Miniatures a fair amount, tried filming the process, may see about uploading some edited videos if I can get a voiceover recording I don't hate... Interested to see if those do any good, or maybe I could figure out how to do commissions etc.
13.01.2026 22:47
๐ 5
๐ 0
๐ฌ 0
๐ 0
#Portfolioday has come back again, figured I'd just quote the old post.
I'm still looking for Remote positions in Environment Art, Full-Time, Part-Time or Contract
I've been working on a small personal piece based on @deswalsh.bsky.social 's reference photos of Turville St but it's not done yet
13.01.2026 22:47
๐ 58
๐ 21
๐ฌ 3
๐ 1
#Mayterials Day29-30 - Tactical
Alright, final entry, was having some trouble coming up with something and ended just going with a simple answer and do camo
Haven't done fabric much at all so trying to figure out folds and creases was fun
Learned a lot! pleased to have tackled to the whole month
30.05.2025 20:33
๐ 8
๐ 1
๐ฌ 0
๐ 0
The aforementioned "Adventure Inn" project www.artstation.com/artwork/1NOZJ8
And the aforementioned dog, her name is Eden, figured I should post at least a little something not art related on occasion
29.05.2025 14:58
๐ 2
๐ 1
๐ฌ 0
๐ 0
#Mayterials Day27-28 - Crumbling
I feel the moss and plaster that I made for "The Adventure Inn" have really pulled their weight using them to break up major shapes and surfaces has been super helpful
This one's inspired by staring at the roads while walking the dog recently
29.05.2025 14:53
๐ 22
๐ 4
๐ฌ 1
๐ 0
#Mayterials Day25-26 - Sturdy
Catching up on my uploads here
Again, like the tiles for Illuminate, I feel like I saw a bunch of tree bark by people for Weathered and I got bark on the brain as a result, feel like a big thick tree hits the idea of Sturdy pretty well
29.05.2025 14:48
๐ 6
๐ 2
๐ฌ 0
๐ 0
#Mayterials Day23-24 - Filigree
Wasn't able to post much over the long weekend so been a bit behind on uploads
I've been considering a personal project that leans into stylized Baroque/Rococo architecture so this was a nice little attempt to ease into that, definitely will revisit this one
29.05.2025 14:46
๐ 19
๐ 8
๐ฌ 1
๐ 0
#Mayterials Day21-22 - Weathered
Tried to hit a "sea wall eroded from the bottom" type feel. I feel like I need to work on establishing some more distinct and stylistic shapes for wear patterns feel like I have a tendency to let this kind of thing get too crunchy, too "realistic" for what I'm after
23.05.2025 14:36
๐ 9
๐ 3
๐ฌ 0
๐ 0
#Mayterials Day19-20 - Alchemy
I mean, if you're an FMA kid you only have one answer when this prompt comes up.
I fully built the transmutation circle in Substance, including all the stuff covered by the eye and THEN realized just how much the eye would cover >.< but overall pretty happy with it
20.05.2025 15:45
๐ 7
๐ 2
๐ฌ 0
๐ 0
#Mayterials Day17-18 - Brushed
Ended up busy so went with something much simpler, grabbed the canvas material I made for "Splattered" and did some brushstroke blurs and such to The Club logo, tried to get some strong differences in material definition between paint and canvas to make it less simple
19.05.2025 17:17
๐ 7
๐ 2
๐ฌ 0
๐ 0
#Mayterials Day15-16 - Gloom
Had a busier weekend so just getting these posted now. Definitely wanna learn more about how to scatter foliage in convincing ways, like better height differentiation and scattering along splines with the stems attached etc. but for now some basic scatters will do!
19.05.2025 17:14
๐ 11
๐ 3
๐ฌ 1
๐ 0
#Mayterials Day13-14 - Illuminated
I guess I was pining for all the tiles people made for Ceramic and ended up making another floor/wall of some sort.
Haven't really worked with Emissive that's plugged into the viewport in Substance before, mostly just kicking out packed masks, comes out decent!
15.05.2025 18:40
๐ 8
๐ 2
๐ฌ 0
๐ 0
#Mayterials Day11-12 - Ceramic
Had a lot of fun with this one, couldn't decide if this was a kitchen cupboard or a like a potter's studio but either way I'm happy with it!
Big thanks to www.artstation.com/d4ku/store?t... For their Lathe node, which made all the jars quick, simple and easy to edit
13.05.2025 14:38
๐ 15
๐ 4
๐ฌ 0
๐ 0
#Mayterials Day9-10 - Fortress
Been keeping up with the materials themselves but didn't have a chance to throw the little showcase image together till this morning
Wanted to try and do something fun with an opening in the wall wish I could push more parallax on the sky outside though
12.05.2025 14:14
๐ 7
๐ 2
๐ฌ 0
๐ 0
#Mayterials Day7-8 - Scree
A word I had to look up, its clumped up rocks, pebbles and dirt at the base of a cliff that collect from things falling and eroding off the upper rocks.
I tried to push the overall height a bit further to mimic the slope of the debris pushing out from the cliff behind it
09.05.2025 16:08
๐ 43
๐ 9
๐ฌ 0
๐ 0
#Mayterials Day5-6 - Workshop
Well, I was trying to pull back and not noodle quite so much, and, that didn't happen...
Not fully happy with the "cubbies" at the back of the workbench that are full of random gears, would ideally fill them with more intention but it'll do for now!
07.05.2025 19:18
๐ 17
๐ 6
๐ฌ 0
๐ 0
#Mayterials Day3-4 - Splattered
Forgot to post last night >.<
2nd prompt and I've already learned things, had to look up some ways to generate an impact "splat" like what I had in my head, the idea to put it in a gallery was spur of the moment near the end but I think it adds some fun "framing"
05.05.2025 14:20
๐ 9
๐ 2
๐ฌ 0
๐ 0
#Mayterials Day1-2 - Overgrown
Gonna see how well I can keep up, haven't really had the time to try before
Need to throw together a quick scene to do some nicer renders and maybe video but this gets the job done for now
Might kick out a clean/unbroken version of the underlying bricks later too
03.05.2025 02:58
๐ 24
๐ 6
๐ฌ 0
๐ 0
A three quarter turn view of a large building with stone tentacles flanking the doorway. The walls are made of stone, bricks, plaster and wood depending on where you look. The door is framed in gold and above it sits a steel sign that reads "The Adventure Inn" above that sign sits a bright yellow-green eyeball framed in purple and gold metal. The front of the building is topped with wooden shingles with faded red paint on them. The back of the building gives way to two towers and a pair of gables with brick and plaster walls and patina'd copper roof tiles. Wrapped around the tallest of the two towers is a copper statue of a dragon and bright green windows framed in copper dot the upper structures.
Beyond the inn itself are large softly rounded rocks the closest two of which have been carved into. On the left is a eight pointed compass shape with a diamond shape carved in the center. To the right is an unnerving eyeball surrounding by tentacles and a shape that looks like it indicates a mouth or teeth. The rest of the rocks appear naturally occuring and spread upwards and outwards from the building.
Ivy, moss, grasses, flowers, mushrooms and pine trees grow abundantly across the rocks. A dirt landing extends in front of the building with a similiar eight pointed shape in the middle of it. Further out from that sits a stone staircase that descends into a pool of water that surrounds the outside of the dirt landing. A small wooden bridge, overgrown with plant life leads off to the right-hand side over the water.
A collection of 3D props used for a real-time scene in Unreal 5. From left to right:
A pair of windows, one tall and rectangular with a curved pointed top the other perfectly circular. Both windows have several points and fittings that stick out from the actual window with rivets indicating that these hold the window frame to a surface. Both windows have a roughly diamond shaped lattice work of metal strips across the glass.
A message board with various notices pinned to it, all too small to make out actual works. The board itself is framed in gold with small curly cue shapes and swoops breaking up the outer shape while the inner shape remains simple and roughly semi-circular. It stands on two wooden legs
A set of three gold spires that would sit atop pointed roof. One had a splayed pointed shape which curls up sharply at the bottoms of its four lower points. The next it shorter and topped with a small stylized sun. The third is the same height as the second and is topped by a pointed shape like the first, but with 2 points instead of four
A grouping of three barrels and a bucket made of soft rounded wood and metal sit together. Each has two metal bands holding the wood in place, the barrels have wooden beams across their tops while the bucket has two metal loops for attaching rope. Sitting atop one barrel is a small skull of indeterminate origin. It's features are tight and pinched and it has small arced horns that end in stubby flat edges at the top. Next to the bucket lays a small simple shield with a cream and grey-blue color scheme on it in a checker pattern across four quadrants
Above the barrels floats a small lantern made of the same material as the windows. It has curved shapes at it's corners that arc up at the ends
Above the lantern hangs four flags. One is red and yellow, the base it red while yellow zigzag patterns run around the outer edge and a solid yellow edge finishes it off. The other four banners are small red pennants strung together
A group of rock props used for a real-time 3D scene in Unreal 5. There are six rocks, four taller rocks in the back and two shorter ones in front.
The outermost tall rocks and both small rocks are simple natural shapes. They generally have very soft rounded shapes, as though gently eroded over time. A few cracks and sharper planes crisscross the leftmost rock and both of the smaller rocks.
The two center rocks are both carved into by something other than nature. The rock on the left of center has an unnerving eyeball carved in near the top and grasping tentacles wrapped around the lower portion. Towards the base repeating rectangular shapes give the appearance of teeth or a mouth in relation to the eyeball. The other carved rock on the righthand side is carved only towards it's base. There is an eight pointed shape, similar to a compass point or a stylized sun carved into the lower half of the rock. Within that carving is a carving of a circular ring and within that is a carving of another stubbier eight pointed star. At the very center of the design is a carving of a diamond that aligns with the mid-point of the eight pointed star shape on the outside.
A straight on view of a large building with stone tentacles flanking the doorway. The walls are made of stone, bricks, plaster and wood depending on where you look. The door is framed in gold and above it sits a steel sign that reads "The Adventure Inn" above that sign sits a bright yellow-green eyeball framed in purple and gold metal. The front of the building is topped with wooden shingles, painted red. The back of the building gives way to two towers and a pair of gables with brick and plaster walls and patinaed copper roof tiles. Wrapped around the tallest tower is a copper statue of a dragon and bright green windows framed in copper dot the upper structures.
Beyond the inn itself are large rounded rocks the closest two of which have been carved. On the left is a eight pointed compass shape with a diamond shape carved in the center. To the right is an unnerving eyeball surrounding by tentacles and a shape that looks like it indicates a mouth or teeth. The rest of the rocks appear naturally occurring and angle away from the building.
Ivy, moss, grasses, flowers, mushrooms and pine trees grow abundantly across the rocks. A dirt landing extends in front of the building with a similiar eight pointed shape in the middle of it. Further out from that sits a stone staircase that descends into a pool of water that surrounds the outside of the dirt landing. A small wooden bridge, overgrown with plant life leads off to the right-hand side over the water.
Below the water line sits a large statue with a single eyeball carved in it's center. the upper portion is shaped like a shallow curve, almost dumpling shaped, while the lower portion spreads into octopus-like tentacles. Most of the elements underwater fade off into the distance into a bright blue color.
Behind the building are more pine trees standing tall at the mouth of a cave. The cave is dark inside but you can make out the shapes of a huge grinning face carved of stone much deeper into the cavern.
Feels good to finally get this polished up after it sat in limbo for a while, and it just feels good to get back to making stuff again in general
www.artstation.com/artwork/1NOZJ8
I'm currently looking for full-time work as a Senior or Lead 3D Environment Artist at Remote Work friendly studios!
29.04.2025 17:58
๐ 7
๐ 1
๐ฌ 0
๐ 0
Diablo 4 Material Dump, Eric Wiley
Here's a collection of some of my work on Diablo 4.ย I was responsible for creating materials and developing the look of many of the biomes in the game. Much of my focus was creating terrain texture se...
Well thank you! I'll say that I can't take credit, it's something I saw a few other folks do like
www.artstation.com/artwork/rJD4RG
I liked how having a character grounded to the scene and scaled appropriately added a lot more context and presence to the material and tried out my own version
10.04.2025 14:17
๐ 1
๐ 1
๐ฌ 0
๐ 0
An image of a bright castle town rising into the clouds. A wizard tower sits off to the right and purple crystals dot the scene This is a screenshot from the SMITE 2 Joust Map.
Another screenshot of the SMITE 2 Joust map. Cobblestones in a herringbone pattern point down lane small overgrown stone structures surround the lane. And at it's center a rectangular ornate stone design sits.
A dark screenshot of the Siege Map from SMITE: Battleground of the Gods. This shot is from the "Seasons of Souls" map treatment. A Greek style plaster wall encircles a chunk of rough rocks and stones dotted with trees and foliage. Upon the stones, shackled to the rocks behind a lit brazier is the top half of an enormous skeleton.
An image collecting together spheres that portray various materials that are used on the walls of buildings throughout the SMITE 2 Joust Map. Each sphere also has a small flat grey silhouette of the SMITE interpretation of the Roman Goddess Bellona in the bottom right of it to portray scale
Seems as good a first actual BS post as any
It's #portfolioday
xelan101.artstation.com
I'm Alex Martin, Senior Environment Artist with over 10 years experience in the industry
I've worked on SMITE, Paladins, Realm Royale and SMITE 2
Open to work, interested in remote positions on stylized projects
08.04.2025 17:46
๐ 27
๐ 13
๐ฌ 2
๐ 0