I am creating a warehouse enviornment using MAX and UDK. I was always told to preserve my poly count when creating enviornments for games and want to know what is the standard for creating things like bolts and screws, as my enviornment has alot of them. Do I use decals? Do I just model the basic shape of the screw onto…
The Uncharted book showed way more characters than enviornments though. And they really never show technical stuff like wireframes, texturesheets, etc... That was a bit of a letdown for me.
Thanks Vig. Here is a quick sketch for and sci fi enviornment. I also practiced shading and figured out how to make a pencil brush and charcoal brush. Alex
The result of an #enviornment in a workshop by Steven Keane Downer presented by Draw Break of #Unreal4 I really learned a lot and practice full project in my #Artstation https://bit.ly/3KQEHvt
That looks sweet. Sa74n if you think my skills are good enough I would be interested in making some enviornment and props for the project. I dropped you an email. Alex
Hmm, I tried that and it didn't solve the problem. A co-worker recommended changing the ambient light (rendering > enviornment > global lighting > ambient) to a dark gray instead of black. Works perfectly!
I am going to be in #TheBsideOfDesign on the 24 of November in #LaSalle #Pachuca with a small #workshop about #Trims and #Modular structures #maya #substancepainter #unrealengine5 #3d #3dart #3dartist #enviornment #prop #gameart #gameartist #realistic #3dmodel #3dmodelling #games #lowpoly #realtime
I agree with Cholden. In your overhaul you need to pick a title, 3D artist is too general. Texture out your work its unfinished if its not textured. Your enviornment pieces are your strongest in my opinion. If you focus your portfolio on your current strengths which seems to be 3D enviornments you'll probably land a job…