Yay more stuff from paul! Glad to see you touch upon tilling a little bit, making unique high poly meshes is all well and good for "hero" pieces, but I would figure for a scene that big you guys probably used more tilling trims than anything else, i would bet. Seems like some really smart modular way of doing this kind of…
I have exactly the same thing giving me a HUGE headache right now. I set it up that WM puts out 7 layers. But that's pretty much a big no no with the 16 texture input limitation. My plan was to just make these 7 layers blend and have it so that level designers can plug in whatever materials they fancy from the library. But…
Your work is epic, but to me the layout and colour scheme feel a bit childish. It's a nice big layout which is good, but the super saturated orange and giant thick text everywhere kills it for me. That could just be a personal preference though, but let's see what others think. I like browsing through minimalist portfolios…
Zelda 2: The Adventure of Link. I got the game near launch day, and there's a REALLY stupid fucking epic design fail in there. There was a town where you had to chop down a tree to discover. And you could not progress in the game without discovering it. Problem was there's like 582904594890 trees in the game, and after you…
The seams you get when having "no lightmaps" aren't actually due to a bug. Without lightmap it will fall back on vertex lighting, but due to Unreals special approach to subdivided vertex lighting, seams appear between modular meshes (which because, great joy, epic by default has hidden the property that is meant to fix…
Where is your metalness texture and roughness? Post that as well You have AO in your Diffuse/Albedo which is incorrect. Why do you have so many texture sets? You definitely do not need three texture sets for a sawn off shotty. Your scratches are all over the weapon and make no sense in a real scenario. Put scratches where…
One of the most eye-rolling mistakes I see in people's portfolios(be it character or environment art) is the presentation. By presentation I mean proper renders with good lighting and all. Whenever I see a good asset in terrible lighting I get disappointed at the person, it's as if he/she doesn't care. Go and take a look…
@ Jeff Parrot : Thanks man Sounds like plan. so ill refrain from over use in the future. Oh yea, I remember your name! Since your here allow me to thank you for your wireframe video you posted. I know you posted it ages ago, but it certainly helped. @ DWalker : The more you know right? those crazy greeks and their…
Thanks @nomadsoul2501 ive definitely started to think in that vien for sure as im ramping up into the project just to play around with scale ive been trying to set up my char controler and mod it a bit....but i plan on using the default fps view but for deving purposes i made 3rd person controler....although the animations…
I agree with ArasTM. Creating a simple blockout always helps. You can adjust the scale, decide on level design and all that stuff before itself. Hence u will save a ton of time in the future and that is how every industry pipeline works ( I am still a student but that is what everybody tells me, hahaha). The Van looks nice…