This is some environment work I did on the Black Forest map for Blizzard Entertainment's Overwatch. I was responsible for creating the map from the block out stage to the final product. More images can be found on my artstation. Other then the props and vegetation I worked on most parts of the map in these screenshots. A…
Getting back into fixing up my game engine. I need to release a game at some point in my indie career. The last week I've been updating my terrain tools and messing with all my shaders and terrain texturing algorithms. Right now the focus over this weekend is adding more plants and optimizing some drawing algorithms. I'd…
More updates on the scene: This is what I have for now. I know there is still a lot of things to fix and to improve and I would love any suggestion, feedbacks or thoughts about my scene. My plans for the rest of the environment, is to put this is a jungle. For that I would probably use some ready unreal jungle pack,…
@sacboi Thank you!! Glad you feel there is some kind of progression, it's a bit hard to judge your own work. You should go buy some canvas paint and brushes for yourself, it's fun to do a little bit of traditional work once in a while, away from the good old pc! I was feeling a bit more confident after piece no6 but then…
I polished the meshes and I added some placeholder textures from textures.com. I am planning to work on props and the main view first then overall scene. Lighting is still a challenge. I am not getting good results after baking. I will keep debugging it. Right now I put this on hold. I am waiting for stable UE 4.23…
It really depends on what you wish to achieve. Modeling each blade of grass seperately gives a very distinct, sort of cartoonish look (because you have to save SOME polys, cant just go all-out) for realistic grass you will get much better looking and performing results with alpha cards of clumps of grass scattered around.…
I haven't, and I could definitely be wrong... ...but my understanding of how that stuff works is that the the wind zone is just a game object that creates some kind of an offset wave property, and the Unity vegetation just uses shaders that read this property and do vertex animation for the leaves. What this means is that…
Cinema uses Mari for texturing as they patch insane amounts of textures together to have the resolution for close up shots. Polycount does not matter for you in numbers, do it as performant as it can be, while still staying photorealistic. People seem to use dynamic subdivision (opensubdiv ?) in some cases or make final…
Jessie here ;) I see you have a very big amount of brown in your scene with some vegetation.. Maby it would be interesting if different types of tiles had some different types of brown or grey so it would not become too much if you understand what I mean. As for the cloth that's hanging down from that balcony there, it's…
Yeah, you're right, message boxes are annoying as hell. I just thought it was critical to remove the nested layers infos for some ppl. Just giving my opinion, though i don't use extensively the layer properties. Since there is a concession to be made whatever solution you choose, I think it's better you keep on propagate…