You are correct the problem occurs because the lightmaps are mip mapping which results in visible seams when viewed from a distance due the minimal padding UDK applies to it's generated lightmaps. One solution is to work with a set of larger unique meshes constructed from smaller modular chunks. Take your image for…
Hey Alex, I've seen your 2 Environments (Hallway with garbage/debris & your Back Alley) before. I feel that the Garbage/Debris with the pipe scene is your strongest. It has the extra details (papers and trash on the floor and the broom) to really give some convincing storytelling. The back alley is generic, and I feel it's…
Here's some feedback: If you want to use sculpting tools you have to stabilize your edges, so they don't become smoothed when you import to ZBrush. (There is an option to import without geometry smoothing, but that is more useful for texturing in ZBrush); If you want to sculpt you best get an evenly subdivided mesh with…
I'm a student learning 3d modeling for games in Korea, particularly for environment assets. I've learned that it's good to combine multiple objects and unwrap them into one uv map whenever possible, for optimization and to control consistent texel density, rather then creating uv maps per object. For example, like…
Download the scene here: https://dl.dropboxusercontent.com/u/7557268/Unreal/Scifi_Bunk.7z Final finished scene and screenshots (see below and rest of thread for WIP shots): https://www.youtube.com/watch?v=89RWjBJQ-QM Old first post: Hey all! Haven't posted on here properly in a while, been really busy with changing jobs!…
Worked on the base mesh for the tree further. Fairly happy with it so far. \ Took it into Unreal to see how it looks in the scene. Some of the roots on the left feel a bit out of place, I'll take the base mesh into ZBrush and try moving some of the roots around before I add more details. Had an idea of making the roots…
Hello A while back, I created this Encanto fan art—Mirabel’s room in Blender—and I was really proud of it at the time. But after revisiting it a few months later, I’m not as satisfied with it anymore. I’d love some fresh eyes and constructive feedback to understand what I could improve. Could you share your thoughts and…
Blog #1 – Introduction: A New Chapter Begins My name is Muqaddas Aman (https://www.artstation.com/acceptedguy8) and welcome to the very first entry in my development blog series for Timeless Epoch, my final major project for the MA Games Art and Design. This project represents the culmination of everything I’ve learned so…
The roof really is too steep for that sort of tile. I'd either change to a more Mediterranean design or switch to a more traditional roof - thatch or shingles. Some rocks in the river and accompanying turbulence would add some visual interest. Some parts of the terrain are extremely pixilated; this is most noticeable on…
I didn't read through every ones crits but what I can see, I feel like you've missed their style of art a little bit. Yours comes off a bit more photo real with a lot of visual noise like the grain on the bark. I'm not a particular fan of the roof tiles as well, they feel more like tiles in the shower for some reason. I…