First of all I wanted to quickly get some basic shapes and lighting down. Fromt the start I had been playing to make it very modular again and from only a single angle. So I could achieve as much detail as possible and simply imply detail everywhere else. I wanted to be able to make it a scene with a few animations in that…
It looks as if you started to model the scene under the poly budjet, without thinking of UVs ... then tried to texture that with the texture budget you were given. I think you need to plan further, identify possible tiling elements, and design your meshing accordingly. So far it looks like you are simply tiling textures on…
Looking pretty good for a start. Too many right angles for haphazard construction. It looks like the large sections of dock, pier or cat walk in the first screenshot should be replaced with more shanties. The hills in the back and the shanties help frame the shot. I'm not really sure why you went with red tones instead of…
And @bri@Brian "Panda" Choi has just answered something I was about to look up myself. Projecting detail from one mesh to another -- I thought I'd heard of this but haven't done it before. Similar to OP, I've rebuilt a new lo-res mesh and wanted to subdivide it, and then not have to sculpt my details again. So this is…
Right. So the reference isn't for any one specific item. I understand the principles of efficient UV use, but the reference is more for providing a visual example to other people. Good packing is easy to find, but getting examples of reuse is what is tripping me up. People are happy to reuse textures in modular environment…
@JONNYquid- Thanks dude! So, I lied last time. No modular wall pieces yet really, I got distracted by more highpoly stuff. I've got this big room to fill so I'm making a few things to help it feel less empty. I've got one or two more big assets to do for this room, THEN I'm on to the wall pieces. Everything after will be…
Back again! I'm currently trying to flesh out the scene a little bit. Some of the modular assets are looking a bit repetitive so I'll be adding a greater degree of variation. In addition, the greebles and little details are looking rather messy, but it's nothing a clean-up session won't fix. Other things still left to do…
A scene like this, you wanna block out and build in an engine like UDK or Unity, not in Maya. Use Maya just for modeling the modular props like the pillars and such. Then use those 'lego pieces' to build the building in-engine. That way you can already implement decent lighting and such in the very first stages to see how…
I am working towards being an environment artist, so this is supposed to be either for environmental props or modular assets. (It started out as a scifi padded wall texture) Yes, it was very difficult for me to introduce the clips into the height map. I used a copy clend node, this way the bend a little and blend better…
@Homart Hmmm... I'm not sure why the ferns aren't casting a shadow, I didn't notice that last night. Thanks for pointing that out! I think today instead of creating any more plants I'll do as you guys suggested and add more geo to the base of the trees, although I might create some modular roots instead else I'll end up…