There's a great explanation of how to create good game landscape compositions in the Allods Online art bible, "Creating a World in 7 Days" (starting page 13 or so) http://wiki.polycount.com/wiki/Art_Bible I used similar techniques recently to make some environment layouts, a couple examples...…
If you have all the pieces you want and you know the layout you want, you could export them all and bring them into another 3d program and set them up, not ideal though I know. Essentially what you'd need to do is change your brush size but if you don't get it perfect that could be a hassle. Phil K has some great tutorials…
This is an awesome idea, I love the layout of it all. With the clipping you can try moving it further from the wall, sadly the nature of this engine the threshold isn't too good with decal distance. It can cause other problems if you move it further apart making it look floating. Personally when it comes to UDK I try to…
You're not going to switch to digital, you're going to add it to your set of tools. You'll use both traditional and digital media forever. It's so fun sketching the layout of your digital piece on paper, away from the computer. I think one of the reasons why Pior recommends that you should stick with traditional for a…
I would NEVER do this. Frames and flair only serve to hurt the model. Your model/scene should be able to stand out on it's own within it's own screenshot. Your name/contact info in an unobtrusive way is the most I would put on screenshots. Outside of that, your header is far to large. Make it smaller and less screen…
Hey again, you can also make some nice zRemesher curves based off poly groups with Stroke -> Curve Functions -> Frame mesh, smoothing the mesh of the polygroup first would probably still help with this method. I'm not sure how much better or worse it is than BradMyers82 method or the method of using a high lazy mouse to…
Do yourself a favor, press 0 to open the RTT options, at the top uncheck "Rendered Frame Window". Then down in Output set a path for each map type you added "diffuse, normal, AO ect..." Then go check those files once your done rendering. If you're still having trouble post those separate maps. What you're posting now is a…
This is IMO the best way to go. I've worked hard to get the other approaches to work well, but they just don't cut it. We have a tutorial here from a super-talented team member in China, she uses exactly this approach, and the results are excellent. I wish I could share it. I'll ask. In the end, no matter which way you…
Finally, the piece is done!! For the final touches, I used substance designer to add some soil into the snowy terrain, Also I break some horizontality by creating small hills in the distance. I also added some extra dirt and wear to the destroyed robots and change their position to have a better composition by having a…
Hey man no worry, and thanks for posting the HP, I can immediately say that some of the edges can be a little bit more smoothed out than they are now. As some of the edges are really hard. I think the edges of the steering handles are what you should be aiming for, as those edges are quite nice! And when redoing the uvs on…