Been almost a month since I updated anything over here! Work's keeping me a lot busy and my 3070 ran into issues so had to replace it. Finally after so many days got back to the env. Refined the lighting, meshes, textures, posters and added some few more here and there!
Hi Will, Nice stuff, few crits if you do not mind- On the 2D section take out 'Market place' and 'Canyon Env' they are your worst pieces. As for the 3D section: bring the 'Moblile light tower' all the way up and 'western watertower' all the way down. Keep the sci-fi in the middle. Good luck.
Ended up just building a simple modular kit. They're off the side of the road houses that players dont interact with, so I think it gets the job done and gives me variation.
Open to different work opportunities including: - Freelance projects - Part-time / Temporary contract - Full-time positions You can have a look at my portfolio here:https://www.artstation.com/kasskafziel I work with different software including: Autodesk Maya, Blender, Zbrush, Substance Painter, Unity and Unreal Engine…
Omnicypher That sounds very organized there. Makes perfect sense to separate props by areas, and reuse the same cultural props throughout the region. Gotta remember this for if/when I do more envo stuff. Made more props and pieces to the scenes. Scales a bit off, but for now I will let it pass... I'd be happy just to…
Hi, what is the process of making environment art such as "god of war" , "cyberpunk 2077", "the last of us" etc. I mean do they get ilustrations/concepts from 2d concept artists and then turn it into 3d (same as characters) or gathering as much references from real world objects all arround the world? in other words - is…
skulburn - i find the original more interesing to tell you the truth, and more realistic...even a welll lit interior like a labs lights is nowhere near as strong as the sun and the retaining glass for the plants makes the Env less interesting...when IMO it needs more breaking up with organic elements....SOrry dont like it
you can render a cube map easily with 6 cameras at the center of your scene with 90deg field of view (?) you can stitch the 6 squares together in a program like ATI's cubemapgen as for latlong env maps the best option is to use a lens shader that will do the work for you - like the one you linked in your post
Well I was more or less making it so little things (like bolts) would show through with a good skin. I'm doing a texture art test for them where I have to create textures for this scene, but I have to use another concept for the textures and not my env. I've created here. Easy, but very weird...
I don't know if this constitutes spam or is in the wrong category but I wrote some things that maybe someone might be interested in If you've got anything less powerful than an RX 570, Substance Painter is a massive pain to work with on any resolution over 1024 x 1024. Not pinning any blame on the Allegorithmic team, I…