UPDATE: Alright, so I needed a break from my Temple project for a bit and decided to do something hand painted and kind of stylized since it's something I haven't really done. The scene is going to be very simple and an arid environment. It'll be based around mining for gold. Any ideas for props or story/background are…
Welcome to the Concept Thread for the next Monthly Environment / Prop Challenge! It's time for our round of voting for November and December. To clarify, this thread will be replaced by the official WIP / Challenge thread on Wednesday, November 1st, once the vote count is in and the concepts have been selected. Please wait…
They pulled a prop out of a suitcase to show what they wanted to include in a concept. It's important in their beliefs system. I nearly lost it at that point. Havta grab my crotch under the table to keep myself in pro mode and not lol at the guy and his prop. And...the photo ref with the prop taken during the meeting is in…
Everything right now feels designed independently but put together as part of a whole scene. It makes everything less complete feeling and more like a random set of props and pieces. I would paint over and sketch out your whole scene. Not just prop after prop. Focus on the storytelling then the texture rendering.
@sectaurs: excellent! good to know i did the derp justice! thanks for the fan art of the starsquatch! @ericelwell: awesome! i'm glad the imps keep getting props, they got so much attention i used them for my UC challenge avatar. @japhir: yes! good too hear from you japh! @wizo: thanks for the compliment wizo, we should do…
After some more work on the city I'm coming to an end. Made props today and placed wires. Tomorrow there is some more modeling on my To-Do list plus the final Leveldesign. I would love to see the level poppulated with cars and people but this was (unfortunatly) not part of my task. I also had some fun with panorama images.…
Maybe time for me to start my Mel-Script thread... I'm not a programmer, a simple 3d artist... ...But I always like to develop tools to maximise the efficiency of the members of my team. I think it's the most important point on a project. (because of money and human is not an animal and don't have to repeat everytime the…
Some more props. Looking at these I'm curious for feedback on polycounts. For example some smaller props like the hookah are higher poly than the larger tables and chairs here, due to lots of curves and little detail. I don't want to lose the intricacies but want to make sure to keep the poly counts reasonably balanced…
Id say 75% of these maps were constructed with single player assets. The other 15% was us creating new props, kit bashing existing props, and retexturing certain props to fit our needs. As far as consistency goes, we had the Lead CG artist in japan review our stuff periodically THANKS!:poly122: THANKS!:poly142:
I don't think you can scale any props inside of hammer like you can in unreal. I think there could be some scale parameters inside the .qc files? But I've never played with them, but that would mean compiling a new prop wouldn't it? If you can scale props I would love to know how.