Hey, everyone. Here are a few things I did for Dungeon Defenders 2's most recent map release, Spooky Forest. In the game screenshots, I made the modular walls, coffins, bones, graves, mausoleums, and temple. Thanks for checking them out!
I agree with much of what heyeye suggested. Just to add something small: I'd really love to see a little more process on your Star Citizen Lobby. Texture sheets, or a shot with all of your modular pieces separated from each other.
yeah interesting idea, I agree with vig, more modular design might help. I was also wondering how this would work in the game, what size would a player character be? would they be able to navigate without getting stuck in doors or on sharp corners?
Triangulation really can screw you over, that is true. (But damn I hate buying an asset for it to be triangulated without a quad version) (The assets are not for sale, but I just meant that an unwrap for unknown tangent space would make a safe approach that always works a good choice) Batching Workflow (offtopic from UV…
Hi there. Congrats on graduating. I feel where your coming from regarding not getting that criticism you need at school with your work. I'll share some thoughts I have on your site/work. Overall -Site seems easy to navigate, there's art instantly in your face which is good. -I like the fact that you have wireframe/AO on…
The lowpoly came in at 1676. Everything is processed but I'm tweaking the heightmap and lightmap before release of the assets. On the above comparison shot you can see where max is getting confused about the mirrored cap section on the top. The reason for this is due to max's normal support being flaky, this flaw would…
For the best control, and thus the best quality, I do the sculpting in zbrush. For speed, modularity, or very fine, non-form-effecting wrinkles, I'll use some procedural noise in SP. Still something I am experimenting with a lot though, not a senior artist.
Replacing block-out proxies with actual finished geo. Got a few modular pieces done. Don't have chains in yet because they take a while to place and I'm literally going to unwrap 1 link and copy it out when I'm dressing the scene.
kinda a per model thing, per situation thing, really just find the workflow that works for you and gets you results suitable for a portfolio. you should know how to work both ways, and even be able to work with modular texture and trim sheets
yukonwanderer, Im not a pro by any means, but this is looking nice. I would use this scene as a nice foundation for more modular asset creation like rocks wood planks and other stuff, don't be afraid to start bringing different stuff in zBrush and sculpt from there