Hi Omar! I've got a fair amount of feedback for you which hopefully will be helpful. I'm certainly not a professional so I can't provide a real expert opinion but I have studied quite a bit and I can share my thoughts on a peer-review level. I'm not sure where in the process you are on this scene so I'm just going to list…
Hey everyone, If you take a look at my website, you'll see that I have no outdoor env, so this is my first one. I have been working on this environment on and off for a few months now and I thought that now would be a good time to submit a post for some feedback on my current WIP. I still have to add in a few coconut…
I'm thinking of adopting a tiling texture workflow for the environment I am currently working on. I've been seeing some amazing art using this technique, and hey, who the hell likes baking anyway. Now that it's reasonable to have meshes with a high enough density to support chamfered edges, I see no reason to ever bake…
Hey guys. I'm currently working on a Unreal3 modification and the fact that some env artists use max and others use maya is becoming a huge annoyance. I'm a max 8 user myself and whenever I import .obj files I get a lot of flipped faces, besides also losing all the UV information. I tried importing the .mtl file as well…
I know it's been asked before, but we are finally making the call to not have an art team build an entire map based on a pre-set design. Instead we want to break the various pieces of the "city" down so we have more options customization wise as the game expands. My question is, beyond certain features, it gets very hard…
Hi guys, I'll be short. I am working on a next-gen Env, an ancient temple. The target platform is Xbox 360. It's the first time I deal with this kind of project and environment stuff, I already read a lot of useful tutorial on modular assets etc but now I have a specific quesiton for you. I need to create a tile as the one…
I've been working on a UDK env for the past couple days that uses tessalation and image based reflections (hadn't tried these before). Its also my first time really trying to get into Z-brush (all textures in the scene so far are baked from sculpts) The concept is basically a sacrificial shrine deep under the sea, sort of…
3D Cinematic Anomali Zero - https://youtu.be/-N1VtkGp2To In 1908, the Tunguska event shook the world with a massive explosion, believed to be caused by a meteorite impact. However, decades later, in 1958, geological surveys revealed something even more mysterious: beneath the crash site lay a vast void emitting strange and…
Hey there, looking cool. It was good to add little light variation in there. I think the walls are a bit flat could use some kind of detail to make more appealing. Also do something at end of corridor since we are lead to that area but just ends with a wall.