Hey all, been watching the forums a while, and it's time to get posting. I have a big interest in environment art, and I've more or less recently started really working on textures. I'm currently trying to figure my way around modular asset/texture design. I have been mostly taught animation stuff, and less game art, so…
Hello! I'm working on some modular environment pieces for a level in the UDK, but I'm having a problem. I want to create some chromed/shiny metal cylinders. However, I really can't figure out how to do it. I guess it has something to do with camera position and a reflection vector? Maybe I'm completely off.. But I really,…
Hi Polycount! So, I'm making an environment in UDK based on this concept art from Prince of Persia: My goal is to eventually recreate that shot as well as I can. So far, here is what I have blocked out: I'm still fairly new to UDK so any ideas on how to make it look better (especially lighting!) are greatly appreciated!…
I'm building a modular scene inside of UDK and am trying to work with the landscape editor but I'm having a problem with the sccale of the textures that I'm using for it I guess. I first tried painting on the landscape with some random 2048's I had but they came across as too big in scale for my scene. I thought it might…
Hey guys, I rarely post here but figured what better a time then to start now! These are the final screenshots of a modular environment I created for one of my junior year 3d classes. I created this in a 2 person team. My teammate and I created 2 individual mod kits/ shared assets to compose two entirely different scenes.…
For the past few weeks I've been working on this Low Poly Dungeon Set as a school assignment. The goal was to create a modular system that snaps in all directions in Unity. For now the set consists out of eight pieces, but I'm looking to make more parts in the future. All the models are between 40 and 400 triangles. The…
It's amusing to see that legacy of Bryce 3D lives on :) I mean. Back in days, Bryce's Deep Texture Editor was one of most interesting solutions for making procedural textures. Though it was not fully modular, but surely was one of notable stepping stones together with Art of Illusion and some other software (i know you…
I've finished moddeling on the car, I'll do a post on that soon. In the mean time I've been working on an environmnet to present the car in. The environment has a few considerations: - Show the asset in different light conditions - full natural - indirect natural - artificial ligting (night) - Allow somewhere for a…
Hi ToffeeApple and thanks for this critical feedback. I made some of the changes you suggested and really appreciate these notes, as I definitely agree with the new direction. I might try to push that artificial yellow light a bit further. I've also created an interior space on that left side now which will help later for…
That was a bit of a necro but here's some food for thought... Given good UVs I've found if you build the highest and lowest couple of LODs manually, simplygon (or others) will do a pretty impressive job of filling in the gaps. The UVs are absolutely vital to this working but it means you can have some seriously cheap LODs…