Alex Martin

@xelan101.bsky.social

Senior/Lead 3D Environment Artist - Looking for Work (Remote, and ideally Stylized) Formerly @ Hi-Rez Studios (SMITE, Paladins, Realm Royale, SMITE 2)

#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

A 3D rendering of a corner building based on an actual building on Turville Street, London but more stylized. The lower floor is covered in dark green glazed tiles with a very shiny surface. Large windows would open into a shop space but are black and reflective. Dark grey tiles line the intersection between the building and the street and plaster moldings separate the upper and lower floors. At the corner the building has a rounded profile with the windows following that same curve. The upper floor has red-tan bricks with thick mortar between them and banks for windows in sets of two, a rectangular window on the bottom and a window with a semi-circular shaped topper on the top of the wall. The building is asymmetrical one side is longer than the other. The street has cobblestones running down one side until it meets the main road where it blends into asphalt. The sidewalk has pale rectangular concrete shapes lining the street edge and thick dark grey tiles lining the actual street. An accessibility ramp allows access from the sidewalk into the street. Metal poles are positioned at regular intervals along the sidewalk to protect civilians from cars. A chimney can be seen peeking out above the top edge of the building.A 3D rendering of a corner building based on an actual building on Turville Street, London but more stylized. The lower floor is covered in dark green glazed tiles with a very shiny surface. Large windows would open into a shop space but are black and reflective. Dark grey tiles line the intersection between the building and the street and plaster moldings separate the upper and lower floors. At the corner the building has a rounded profile with the windows following that same curve. The upper floor has red-tan bricks with thick mortar between them and banks for windows in sets of two, a rectangular window on the bottom and a window with a semi-circular shaped topper on the top of the wall. The building is asymmetrical one side is longer than the other. The street has cobblestones running down one side until it meets the main road where it blends into asphalt. The sidewalk has pale rectangular concrete shapes lining the street edge and thick dark grey tiles lining the actual street. An accessibility ramp allows access from the sidewalk into the street. Metal poles are positioned at regular intervals along the sidewalk to protect civilians from cars.A 3D rendering of a corner building based on an actual building on Turville Street, London but more stylized. The lower floor is covered in dark green glazed tiles with a very shiny surface. Large windows would open into a shop space but are black and reflective. Dark grey tiles line the intersection between the building and the street and plaster moldings separate the upper and lower floors. At the corner the building has a rounded profile with the windows following that same curve. The upper floor has red-tan bricks with thick mortar between them and banks for windows in sets of two, a rectangular window on the bottom and a window with a semi-circular shaped topper on the top of the wall. The building is asymmetrical one side is longer than the other. The street has cobblestones running down one side until it meets the main road where it blends into asphalt. The sidewalk has pale rectangular concrete shapes lining the street edge and thick dark grey tiles lining the actual street. An accessibility ramp allows access from the sidewalk into the street. Metal poles are positioned at regular intervals along the sidewalk to protect civilians from cars.
Alex Martin@xelan101.bsky.social · 11mo ago

It's #Portfolioday once again xelan101.artstation.com I'm a Senior Environment Artist for games with over 10 years of professional experience, I've worked on SMITE 2, Paladins, and more I'm still on the hunt for Remote Work (or Georgia Local) positions, Full Time, Part Time, or Contract

#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

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#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

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#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

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#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

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#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

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#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

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#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

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#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!

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#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!

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#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

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#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

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#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!

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#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"

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#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

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