
"'Prop' can mean a variety of things... in addition to environmental set dressing and architecture, props are also character fashion-based items like back items, gliders, chairs, and weapons," says Chelsea."
"I branch out even further beyond the "prop artist" title, and enjoy doing things such as player armor, creature models, and creature animation."
"Are there good options for a player who wants to be a holy knight? A sinister magic user? Are certain colors represented enough for this weapon type? Are there options if you want something that feels grounded and realistic?"
"It's all faked! In reality, it's just a model dangling from a very, very, very long skeleton that has physics applied to it," Chelsea explains. "It's a very unusual setup that en"
Chelsea Mills serves as an Advanced Prop Artist contributing a wide range of assets including environmental set dressing, architecture, back items, gliders, chairs, weapons, player armor, creature models, and creature animation. She focuses on providing players varied visual options to achieve distinct character aesthetics such as holy knights or sinister magic users, and balances color and realism across item types. She draws from extensive reference material and sometimes engineers technical workarounds—such as simulating follower mechanics by attaching models to very long physics-enabled skeletons—to achieve desired effects. Her detailed work appears in small touches like stitching and logos that enrich the world.
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