Here are some images from a recent test I completed. This scene was constructed from rough 3ds max file and a concept image, both of which were supplied to me. All assets for this scene were modeled in high-ploly and baked down to normal, spec and color maps. I still plan to add more details such as wire hanging from the…
Hey guys, I am currently working on an environment scene for a first person game for my Game Art School. This particular scene is supposed to be fairly dark because the player has to turn on the power supply to bring the lights back on. Usually I concentrate on props, and this is my first bigger environment scene. This is…
NEW BEGINNINGS! Just began working on a portfolio project, focusing on improving my environmental art skill set. I'm using modular assets to build a game ready scene, in unreal engine. Critique, comments are greatly appreciated. Here are the most recent shots from the scene. These current shots are tiles I've modelled for…
I decided to go for the calm version and calling it finished now. I also thought about adding northern lights, but it was time to end this one :) Here is the end result. It doesn't changed to much, but I want to post the end result here: Initially I also wanted to make a short fly through, but Unreal decided to crash every…
I'll put my two cents in. The first this I would suggest is to have your city scene first and your forest scene second. I personally feel your city scene is more interesting then just a forest with a stream running through it. You might want to think about removing your W.I.P Coming Soon picture as it shows nothing really…
The scene is coming on nicely and its great to see your progression however I feel like there are several things that could be done in order to further improve the scene: 1: My biggest issue at the moment is the lighting, its difficult to tell what direction the sun is coming from, there are several reasons for this: - The…
wow, this looks great, dude! warm lighting gives the whole thing a very tender feeling. Some breakdowns of your pretty, optimized assets would be really nice:D Especially for vegetation - it looks so badass, I would totally love to see a tutorial on that one - as you mentioned there aren't that many. And the composition of…
A good start n the reactor and nice concept you've picked I would suggest two things: 1. Blockout the whole scene before you start spending much time on single assets. Maybe you will spot issues in the scene that need to be solved. Maybe you need to change some things in the concept to have better scene composition from…
SD 5.3 Substance 5.3 is here, and with it, the integration of NVidia IRay for ultra realisitic preview and renders straight in the viewport! http://www.youtube.com/watch?v=XLNd1PKCTe0 Main Changes
* [3D View] Add Nvidia Iray renderer * [3D View] Rotate environment using CTRL+Shift+RMB * [3D View] Render the 3D viewport at…
Shadow's draw there colour from skylight, so yeah they would be a bluish tint on a clear blue sky, providing the sun is out to cast clear shadows. If it's a cloudy or overcast day then the shadows will be a lot more desaturated and more of a grey/dark grey colour. Shadows are not always complimentary, but people use this…