I don't recall exactly where I saw it... but there was an environment artist from Epic who detailed how they constructed the architecture modularly in Gears of War. If you want to make environments, modularity is almost always your friend. Regarding your spec and normal maps: Specularity is never truly just black to white.…
Hi guys, kind of in need of some urgent help. If anyone can offer some advice I would appreciate it. I am working in a small studio and am the only artist. I am working on some UI for use in our project in Ogre and have hit a wall. I have never done any ui stuff at all so this is entirely new to me. The coder has asked me…
The aim of this project was to produce a high quality next generation character, rendered within UDK using dx11 and all of it`s features. The final character count is around 110k triangles with legs and weapon. All accessories are modelled textured and baked individually off the character so they can be swapped and…
Thank you Mark and Frawmus. I think I asked my question the wrong way. I want to do this modularly based on a few different modular building sets. I read in a few places that I should Block the entire level first and playtest it, change a few things around, make it feel right and then build it. This sounded like a great…
haha cool. i just started gathering references a couple days ago to make this. :D here's how im gonna be going about it. i have a general "front" ref of the wall that i can use as a base to sculpt the ice/stone (whatever it is.. link at the bottom). making a tileable texture from that sculpt, ill then build off of it in a…
Good start Cody Couple of things I noticed. There appears to be no way to get into the corner building. . . no standard door. It looks like you're building modularly, so I'd just yank one of the roll up doors and replace it with an entry. The textures are very uniform, as Ozy mentioned. They're very flat textures, with…
The principle you are talking about is integral to the majority of games produced on the market today whether that be AAA stuff or right down to DS games. Its really important to reuse as many assetts as you can, thats both textures and models and you will find pretty much every studio does it in some form or another.…
Looking good, nice progress so far, the bike is a nice touch. You might want to break the doorways away from the main mesh of the buildings and make them modular. Also you don't need to cut every window into the building. you can build modular windows that have a convincing window texture built into a plane that sits just…
Hey Brad, off to a good start. Continuing what we talked about last night: First and foremost, check your reference regarding roof structures. If you can show me a single perfectly flat roof amongst all of those shit-houses, i'll buy you a coke. It is a very temperate area, and rain and runoff would constantly be an issue.…
Few notes, I know things are very wip - - I see a lot of small chamfered edges in your later shots. Do a proper high rez and edge control bake and drop those chamfers like a bad habit. - A lot of your meshes could be better broken up and used modularly. Stairs are a prime example. Not only could you better re-use them, but…