As someone with both environment artist and level designer experience who also found the movie TRON hugely influential, I've been dying to build levels and explore spaces in VR since the first Oculus hardware came out. :) Daydream and Rift were the hardware options I wanted to explore further. I'm not looking to publish…
Well, you can change the Iterations value for the spline before collapsing to get mesh that's not that fine. Also look for some further inspiration in the Complex spline extrude to mesh thread. I used the Optimize Spline plugin, even with such a heavy spline, tweaking the parameters is really fast. Exporting as dwg, you…
EDIT: This is one of the old posts. Another screen-shot. I adjusted the textures a bit on the shelves and the cabinet slightly, pulling down the roughness. My friend @Solara asked me for feedback on her scene, where my first reaction was that the roughness was a bit off. Then I realized that I should iterate over my own…
@melli06 - on TW: WH we have had quite a high number at one time - possibly/probably the highest number on any TW game to date. Of course we push quality as much as we can all the time (anyway), but this iteration we have had both amazing IP to work with and a superb team to deliver the goods. Really has been the most…
After some iterations this is what I came up with. Everything's blobby and symmetrical, but I hope his face gets the feeling across. Next I'm gonna try some weapons/acessories/clothes, decide on what he's holding and do some work on the legs if they don't get covered up. He looks very stiff right now but I'm a little…
@Poly_bob I've never heard of a company wanting a concept artist that can also do 3d The brief of a concept task might not require it, but being able to put together a quick 3d blockout once an overall design is well established is extremely useful if the client/production team requires tight orthos. That said, 3d is…
I got one for that too - used to be the main way I did HP work macroScript QuickSubdivisionStack category:"Bolton Tools" toolTip:"Quick Subdivision Stack" ( if (selection.count == 1) then ( macros.run "Modifiers" "Smooth" $.modifiers[#Smooth].autosmooth = on macros.run "Modifiers" "ChamferMod"…
Hum, Thanks for the answer Jeremie. Is there any chance for an implementation in the future ? That could be of an immense use for video games environement artists. We're still using tilling a lot. Being hable to add some details on top of tilled textures is good. That's kind of 'Mega textures' id's tech direction.…
yeah really depends on art style and your current pipeline. My current plan for realistic/semi-stylised work is substance designer for large scale environment work eg tiling textures and making materials, then either substance painter or designer for individual assets eg props and hero assets and characters.…
That is not the point at all if you are making maps in source games, the point is that you get good with level design The engine is just a tool to do that. You should be learning unity and unreal either way, and these don't take too long, so really the focus should be on designing, testing and iterating good levels that…