Aha, thanks for all the tips guys. I will definitely look to add some texture sheets and such to the site, this is the first one I've built so I still have a bit to learn about presentation :) This is indeed all my work, right down to the last grass texture. The only exception is the water, which is of course default…
We're still on the lookout for a Technical Artist, see previous thread: http://www.polycount.com/forum/showthread.php?t=94572 FX Artist Petroglyph Games is looking to extend our professional family. We are currently seeking a seasoned FX Artist who can make a big contribution to our future game products. The right…
The envo looks nice, but I think the title and program logos etc takes up way too much space right now. All text should probably be half the size it currently is. And I don't really feel that you need a title at all. Everyone can see that it's ruins, no need to take up precious screen space stating the obvious. That's just…
Hey dude it looks like a good start (I would still have agree with gsokol on the amount of detail) but in the end it is your artistic choice for the over all peace. If you do end up going in that direction you should consider on varying the over all density and scale of the details. So far it looks like all of your normals…
Hello everyone! My name is Allan Politano and I'm a 3D Environment Artist currently working on the game BloodLoop. I've started my career as a prop artist but the last 3 years I've been focused on improving my environment art skills. You can see my portfolio here: https://www.artstation.com/allanpolitano Please reach me…
Ha-ha, just kidding! No recap this Friday as its nearly the end of the day and we're all too busy breaking builds making money! So instead of a fancy post like Emil's from last week I'll drop in some links for you to check out then end it with serious business. Alright, the goods: * Crazy flippin' environment created in…
The foliage shading was something that ended up being a real annoyance actually. UE4 doesn't currently have a good way of doing back face shading without flipping the vertex normals automatically for the back face. I ended up having to brute force the problem and use duplicates of the foliage geometry for the back faces…
Anyway yeah, back on topic. I think in the future we will move towards a movie/pre render "rule of thumb", which is to make the textures the "height of the end product" x "height of the end product". But since games aren't static, probably double will be used to compensate different zoom factors and what not. Kinda what EQ…
Hello, This is a subway level I'm making for a personal game project I'm working on. I'm trying to achieve a mix between retro and modern games. It's not yet right but I got the feeling that I'm getting close to what I have in mind. This is made inside Unity 5 and I'm using the standard metallic workflow plus many custom…
Hi I am trying to wrap my head around the best way to get a game ready bespoke building asset. I am creating a large church with lots of detail that I have sculpted in Zbrush, and taken large chunks (Walls, front, columns, window panes) as individual assets with their own UVs. I did this to be able to get the high poly…