Thanks for the continued feedback everyone. @DWalker: Fair point about the galleries, I just wanted smaller images on the initial screen for loading times sake and then the bigger res images available when you click them. Maybe just having thumbnails on the initial page or something will be better? I'll look into that. The…
nice env, lotsa hard work in there! Like it a lot but the render is crap. Got tonnes of flickery aliasy highlights, the lighting hides a lot of your work and makes it hard to read and generally ruins it. Great art, bad scene composition/rendering.
i THINK we can thank the mod challenge, and the upcomin 'unearthly challenge'? im happy too: i think i reaaly realllly love environment art! now i know that there are lots of env. artists here too! cheer to polycount =D
That's such a great visualization ! Straight to the point. Adding to the above comments, if this current body texture was to get scaled down to 1024*1024 (for instance if an hypothetical game was to be set to medium settings, or as the texture gradually loads and mips up during a cutscene), this is all that would be left…
Insulaner! Long time no see man :) Very nice portfolio but I get the feeling that you are more of a prop artist than an env artist judging by the selection of pieces. Perhaps you could add a couple of full environments to spice things up?
This... App is a tool. Like a hammer. Some people probably use brick instead of a hammer. Modelling is a modelling. You can use whatever tool you want. For env art choosing engine is more important. Modelling is straight forward... just model shit out.
Thanks for your kind words! You've followed my WIP Thread? I should edit it to the thread for others :hushed: It was my first unreal project and the light was really tough to handle, but in the end it turns out pretty well. I can't wait for my next, personal project and this time it will be definitely an exterior ^^ First…
I really want a PE (Parasite Eve) model for either quake 3 or 2! Could somebody please get this 12 year old an Aya Brea model? or at least eve? PLZZZZZZZ!
You need to use the lightchannels to have a separate set of lights illuminate the char than the ones that light up the level, that way you get full control of placement and brightness without altering the level. You may want to go without light environment on the character (will make dyn shadows harder/impossible though),…
An env map or image based lighting type cube map solution is inherently dependent on the normals of the mesh, whether you've got a simple vertex shaded lowpoly, lowpoly with bump converted normal or lowpoly with baked from high normal map its all the same. So, what odium was really saying was "use an env/cube map". The…