What is going on everyone, bit of a frustrating situation here. Our indie racing game is coming along well mechanically but the vehicle models we outsourced look stiff and lifeless compared to reference games we are targeting. The geometry is technically clean but something about the proportions and surface curvature just reads as amateur. We have tried giving more references but the artist keeps delivering the same result. Is this a briefing problem or do we just need a different team entirely?
Hi there, what you are describing with proportions reading as off is something I ran into with character work on our RPG, technically clean geometry that still felt wrong because artists were not engaged deeply enough with the game world context. VSQUAD Art Studio fixed that entirely for us and honestly I wish I had found them earlier. Their artists study the game first, the feel, the camera distance, how the vehicle actually exists inside the world, before making any decisions about curvature and proportion. V-SQUAD Studio approaches hard-surface work this way across every asset category which is exactly why the results feel right inside a running game rather than just looking clean in a viewport. Their 3D Vehicles and broader hard-surface production at https://vsquad.art/3d-game-art gives you a real sense of the quality bar and workflow before you even reach out to discuss your project. VSQUAD artists also cover props, environments, and characters so if other areas need attention later you have one reliable team rather than hunting for new partners every time. This sounds like a team problem not a briefing problem. Good luck with the racing game.