The way Unity is structured is very userfriendly, stuff is very modular, and you can drag and drop functionality on to entities. While Unrealscript is very familiar, the process of writing new systems in unreal can be more daunting, since it requires more structure and you can't drag&drop functionality :P Which is why I…
Thanks for the link, but I'm already familiar with the tutorials. This is my current attempt(experimentation level): Here's an other texture I made to estimate my current skill level: Edit: ah the work of Orb and alloa on Crasher and DeathMonsters. Fantastic art ! But I'm not looking for sculptered model/textures. I think…
I finally found some time to myself, so I decided to try to widen my color pallet with some blue. I also got rid of the rage car cuz its kinda ugly... but it may go back later. My main focus was to get some more color other than brown, red, yellow, and orange. lol I also added a collapsed skyscraper. Still working the…
Now that I've played around a bit more I see that all those layers I saw were pieces of the skeleton. The model itself is just one object, I don't see separate pieces for say the tail, head, or weapon (the layer for the model is just smdimport). I figured since the posting had said the models were modular that one wouldn't…
Blender user of several years here. I recommend getting to know the modifiers. The ones that are especially useful are: subdivision surface - similar to max turbo smooth I think. Mirror - your gun would really benefit from this, as well as your castle. Array - combine with the modular tutorial linked earlier can really…
Thanks everyone! Hey Tor, I guess you could say this scene was just sort of a fun project to see what I could get out of the new Suite tools. I don't know if you'd call that previz, but it's certainly not optimized enough to be used for game art either. Next time I have enough free time to do a personal piece I definitely…
Both concepts look pretty cool. I would choose the GW2 concept if you want to show off your modeling more. Making use of modular assets can make the scene look high poly like you want without having to use a lot of time modeling. If you want to show texturing off more Id go with the small house. That scene seems much more…
The 3dsmax array-along-path tool just places objects at points arbitratily along a spline :p That's fine if you build your entire level geometry within a 3d editor of course, but it means you have to re-export that stuff every time you need to make subtle changes, which is still a bitch. Our pipeline revolved around an…
its not too bad, but right now I think your lack of complex/varied shapes is holding it back. everything is a cube/box. It looks like something a designer would snap together on a grid. A lot of the best environments work with modular pieces/grid snapping, but use interesting and complicated shapes to hide that fact.…
Hey.. Great list!! I've started my own Patreon a couple months ago. I am releasing hours of narrated video content for one buck. You can get all the assets and personalized art feedback for $25. Here's a link: https://www.patreon.com/gamedevthepipeline ..and here's a teaser trailer for the first months release:…