Real work of dark space game called Undoing made in unreal 4. Modular pieces with only 1 texture which has been worked in substance, ddo, photoshop and unreal 4. https://twitter.com/UndoingPC http://markusenes.artstation.com/
Real work of dark space game called Undoing made in unreal 4. Modular pieces with only 1 texture which has been worked in substance, ddo, photoshop and unreal 4. https://twitter.com/UndoingPC http://markusenes.artstation.com/
(Paid/ Freelance) Hi, I'm looking for A skill Character Artist to be able to make modular stylized characters for game project in Ue4. I'm going for a Overwatch or Dauntless look. You can contact me at : jeanr9126@gmail.com for more info.
Hi everyone, I have my latest portfolio at www.aleksdigital.me . This is a technical artist portfolio and includes demos of a modular autorigger, updating an old tool, two "mega" shader libraries, and a spirotropic curve example on github. Any feedback would be great!!
I'd certainly use designer. Just break it down into distinct modular patterns and use a distribution map to place them in a tile sampler. Designer is really good at these sorts of patterns as they're all mathematical in nature
Quick update here. Still climbing Mt. Learning-Modo-After-3dsMax-Omonjaro. I think I've got a good pipeline now and I can start shooting out modular pieces and variations.
Also check out Skyrim’s Modular Approach to Level Design they talk about angled hallways and the implications when those angles lead back in a loop. More on the wiki here http://wiki.polycount.com/wiki/Modular_environments
Here is a quick progression of some stylized, hand-painted, modular houses I've been working on. Still a few things to fix, but this is the first time I've done any hand-painted or super stylized work.
That is looking really good! I was always wondering if there's a specific technique i am not aware of, for making modular cables. Do people just make them all one by one out of splines in every scene?
Start getting a list together of what's required, it will be a lot easier to figure out. Tri counts, texture sizes - you wanna make it pretty modular if you're working on a whole forest. Gather references, etc.