Hey I'm back with a little progress on the blockout and the general feel of the project, looking through some further reference and research, this images below give an idea of what im looking for :) Crit really appreciated and wanted! REFERENCE I plan to add an insane amount of lanterns and glowing signs like the noodle…
kaikaisushi: thank you! Hmm, not so complex really :) Its basically a dominant directionallight for the main snunshine combined with large radius spotlights (on the lightsource) for extra bouncelighting, aswell as a few small pointlights in a few places for some subtle highlights. So its very few lights. I'll do a…
@lukasz i think you should have left those edge loops on the head, IMO the faceting is way too strong for whats supposed to be a perfect sphere. Youve got the essentially the same amount of edge loops on the cylinder shape on his chest as you do on the entire head-ball shape. Youre making great time on that though keep it…
Thank you Mark. Your answers are very helpful. I have scaled back the scope. I have photoshop/max/and UDK units adjusted and snapping perfectly on the grid. I want to do the grey boxing first. I am building this game for occulus. I want to spend a lot of time just playing around with the level in the grey box state. I am…
I freaking love it! Keep rocking it. On a more animation-ey note, thera are stuff that could be better. Read up on the animation principles and check out meistre Keith Lango's small tutorial about moving holds (at some points he it's too robotic and spikes, kinda needs small holds). [ame="…
Hey everyone. First time posting here. I am gonna be working on this small environment-diorama based on the concept art by Zimmy called "Clock Car" (https://www.artstation.com/artwork/481ERn) This will be my first time doing a proper environemnt scene for UE4 (maybe for both UE4 and Marmoset Toolbag). I want to do a full…
Hi! Maybe you find some info useful for you in the wiki page: http://wiki.polycount.com/wiki/Concept. In my mind, concept art is a tool to efficiently problem solve and make (art) design decisions and not to be confused with illustrations/promotional art. Those might obscure more in order to sell/narrate. I see many…
Hello again! Since last week I've been looking at fleshing out the runey-ropey things, trying to develop assets a bit more and get out of greybox. I started to like the idea of the runes being a source of specular highlights around the surrounding rocks, rope and tree. So I pushed the emissive and ambient lighting a bit…
I've chosen to do the Hard Surface Environment category. Here is my greybox so far. I'm exeperiencing the same challenge as @MeshMuti in regards to pinning down the scale of the scene. I've gone with a similar modular approach, however I've gone with a 2m x 2m floor tile pieces and the walls with a height of 5.5m got me…
We didn't always work directly with the designers, they handed us a greybox but something that needs to be realistic also need some artistic touch to make it happen and that was something that was usually lacking when LevelArt and LevelDesign didn't design the maps together from the start. Ended up with lots of…