Hy everyone, I'm modeling for 3 years now, and I'm working in game industry. I decided to participate to this contest to get more skills. My idea of the throne room is a huge room made of metal and stone, with a futuristic mind, but still getting antic architecture. It will be abandoned like if no one lives anymore, so…
Hey all, I am Alessandra, an Environment Artist with over 3 years of experience working in games. I am looking for freelance work. My focus is on stylized art but I can also work with semi-realistic environments. You can find my work posted below, you can also find a link to my portfolio on Artstation. If you wish to…
The last few projects I have worked on at various studios all used megascans for some stuff, if it matches the art style and saves time, most studios will willingly embrace it. It might be worth it to also learn how to use speedtree if you want to flesh out your skillset a bit as well. But at the end of the day it depends…
It's coming, just they got the timeframe wrong. Most likely it will be a century for full one button AAA style graphics. But advancements have been made for smaller assets. Consider SpeedTree for instance. I'm sure they will perfect tools that deal with objects that are static and static environments as well. Anything that…
A quick google should give you some starting point results :) https://stackoverflow.com/questions/42257676/l-systems-and-the-stack-in-maya https://github.com/docwhite/LSystemsMaya Also just type "L-System Maya" in google image, you'll get a dozen of blogs of people who already did this. Just try to see how they implemented…
These pieces are part of an on-going personal project I started after graduation, I intend to expand the scene with more detail. With my newly minted Speedtree subscription I want to improve the grass, add more foliage and tree types and in general make it look more interesting... I hadn't used quad draw before so this…
Here's some process for you guys -- my environment was the Atrium/Garden. BSP blockout shot; where it all began. Just beginning on textures here. First time using SpeedTree, too; I don't think they turned out half bad. Blocking in major points of destruction. Last shot before the intense destruction pass. Playing around…
An update to the Tavern thus far: Main difference is that I've added some SpeedTree models. Experimented with the cobbled ground for some variation. Might have to add some soil for the trees as it looks rather odd at the minute. Added some Lens Flare to the Post Processing volume. Changed the lighting to reflect an evening…
I've tried this as well, except bending the branch base normals manually instead of using a script. I think it's much better to actually cut the branch into the trunk, and weld the verts. The only reason not to would be to allow it to work with a procedural animation system like SpeedTree has, which gives a wind-like…
Ryan Davis at Giant Bomb got some time inside it, in their GDC video. It's around the four minute mark, but there's an amazing tongue-in-cheek SpeedTree interview that needs to be watched before that. Hearing them talk about it on the podcast later was... interesting. Apparently the hamsterball people interviewed everyone…