Kept these tech art writeups handy ever since I'd stumbled upon them a while ago, over at TechArtists.org discourse, imo well worth a read: http://ericchadwick.com/img/techart_guidelines.html https:/jobs.ea.com/search/view.do?id=a0z50000000dg4aAAA (dead link, I'll search through some drives for that specific article) ...in…
If you want free, but more work (and potentially lower quality) here's a couple old methods http://ericchadwick.com/examples/tutorials/looping_a_procedural_texture.html http://ericchadwick.com/examples/tutorials/tiling_an_animated_texture.html
Other relevant info: https://tech-artists.org/ (top Tech artist site but sadly about too shutdown due to funding issues) https://ericchadwick.com/img/techart_guidelines.html (oldie but still a goodie)
Ported Bruneton's atmospheric scattering to DX11 using compute shaders and setup the camera so it always matches up the reference sky for doing comparisons. It seems to really struggle with the blues regardless of the time of day producing this unnatural green looking sky. Need to find out what is causing this. Reference…
ErichWK on 09-13-2011 11:00 AM 26,000 tris for your Pod....................... So now that I'm on lunch I can critique this fer realz. Here's the biggest problem that bugs me. Your renders are really noises and jaggy and just hard to look at. I can't tell whether it's the anti Aliasing that is making it hard to focus or…
I moved your thread to the Unreal section. It doesn't matter, as long as you explain specifically what you did in the image. For example, I didn't do the trees in these images, but they work well as portfolio shots because I explain exactly what I did. http://ericchadwick.com/img/mmo_worldbuilding.html This way the viewer…