Howdy, So I am a student nearing the end of my program and I am trying to practice at modularly building a scene. I am looking for any sort of feedback that will help my artwork look better. For the project that I am working on, I took a total of 2 hours work to prepare this post for polycount. I started with some base and…
Hello, recently I decided to revisit a University project that I wanted to improve as I had a great time making it, but unfortunately also had other modules to contend with so I couldn't accomplish everything I set out to do. The scene is based on the Balin's Tomb scene in The Fellowship of the Ring (before the cave troll…
Is it common to deivate from creating modular pieces in non power of 2 units? In my instance, power of two sizes for snapping is not quite getting me the correct scale that I'm looking for. For example,64 units is just a hair to narrow for they types of doors i'm trying to build. I am working in 32 unit increments to snap…
Ok so since i last posted progess as been steady but slow. Small things here and there. Still a lot of planning being done in terms of layout and construction to maximise full textures. Been snooping around CS: GO.... its awesome btw... and looking at the textures there. It has given my quite the food for thought and has…
Privet Petya! The website menu is slightly annoying, but other than that nice and simple. The angel I would say is your best looking piece so far. The UVs could be packed better, but it looks cool. Your Medieval hut is labeled as Next Gen, yet its pretty 2005 looking (mainly because of extreme lowpoly that cripples your…
I would focus on one small area and fully do the diffuse, spec, gloss, and normals from start to finish. Right now it seems like you have a good hold on the design of the level, but are spreading yourself thin on the art by doing a very little bit of everything. Depending on the art style you are shooting for, the lighting…
Just thought I'd make a thread where I can post my work, without needing to create whole threads for each project, while hopefully receiving more feedback than I do when posting in WAYWO. Right now I have a few things going, so I'll post some shots. Here is a Revolver I'm working on. Looking at Reference for function, but…
Hey guys, Since we just released another DLC, I thought Id go ahead and post up some of the stuff I worked on for Raams Shadow. A large portion of this was done during my internship and a few pieces after I was hired on full time. I worked on this closely with Pete Ellis, with him tackling the exterior and me doing the…
Big thanks for advices guys! Ash; thanks for writing a complete guide for game level design workflow!! For me it makes sense to make modular pieces like pipes in 3D modeler without uvs or such, and build level with them. If I model to grid, they will snap. Since most of these modular assets are not so complicated anyway,…
I've always wanted to do something similar! anyway a few suggestion on your current state are: 1 - Don't go overboard with the shinies. Study and narrow down the look of the materials you want to go for from real life reference. Also be careful of baking AO in your diffuse with UE4 materials, rather just use the AO slot in…