I know this is very exciting and the tech is very cool...BUT I worked really really hard to become a 3D artist, basically from scratch and to have all my work potentially be replaced by an unthinking, unfeeling machine that can't even appreciate what it does is extremely depressing for me. Yes yes, I know that…
I finally made some adjustements regarding lighting and overall feels of the scene. I created a few more props and rework a little the floor. I will add a few more props and some decals, and refine again the final render and i think i will finish this environment. 3 screenshots this time from different perspective.
Thanks for the feedback Chris, will certainly be looking to make a lot of smaller props to properly detail the scene, however I think my next port of call has to be the counter, so that all the large, structural work is done. After that I'll look into working in some pillars (somewhere?!) and then on lighting and smaller…
Today Andrew @thoughcrayfish reworked lighting in the scene. Post-processes also being reworked. Now I need to add background buildings, add some props, throw in some movable props for dynamic shadows (cars, vent fans, etc) and I think I'll call it done. What do you guys think?
It's obvious you're a good artist with a good eye for style. Your work is presented very well. However, you'd benefit from some "world building." More realistic textures, scene clutter, props, etc. Along with your environments, if you made a couple AAA quality props I think you'd be pretty solid.
On a bent cylinder you are always going to get some stretching. The only way to not get stretching would be to map the individual polys, but that's just silly. As far as tilable vs unique, it always depends on how its going to be used. Will it be right up next to the camera? Is it a key prop in the environment? Or is it…
modelbecause its been A while since ive used Unity heavily, this prop served as a refresher on exporting and importing Animated objects into the engine. I even went as far as setting up a blend tree and script to have the prop react to having objects set on the button, Ill have an example of this posted with the next…
Got round to the texture. I will go back and do a bit more by hand later, depends how visible some of the ott dDo dirt is visible in engine, as a quick pass i think it looks pretty good and after all it's not a hero prop. Going to start work on the environment now then back to some more props.
I was thinking other props found in ME3. I love seeing environments that feel used or inhabited. So populating the area with props (i.e. trash, crates, etc These aren't the greatest examples) helps with that a bit and gives the area a bit more life. This is my HS study http://www.polycount.com/forum/showthread.php?t=99208
Nice start with the props. What were they built with? I agree with the other comments. Texture maps would help out a lot. My issue with your portfolio so far is that is feels as if you captured everything before it was finished. I would work on finishing the props and scenes before taking the time to stick them into your…