proceed ! ill keep an eye on this one ! atmosphere, architecture and sense of scale are great ! i hope you know what a massive under taking this will be ^^ one small suggestion do all the "gameplay" first and than the graphics ! unless its just a env art portfolio piece in that case cut this down to 2-3 rooms /areas !
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
I've just started working about a week ago as an env artist so am, as we all know, pretty busy. I haven't opened this jungle level for a month. When I get a spare day ill make sure I get this done. I need to work more on post processing and lighting first:)
this is why it is good to blockout envs... then add tiling textures...then see what needs to be unique oh and if they are "mega" speakers i would look at real reference of big speakers.....they currently look like home speakers scaled up maybe alot of small speaker heads and a couple of massive bass bin holes would look…
Hi All First personnal work of 2017 \o/ It's a little env I made to practice lighting in Unity It's based on the entrance concept by Joakim Olofsson http://joakimolofsson.deviantart.com/art/Entrance-326807301 all the texturing are a mix of substance designer and painter, and no baking was used on the model (not the…
Obviously there are many, many interesting packages out there, but if I were you I would get the following: * latest ZB Update, since you already use ZB * Quixel Suite, because it's the hot thing to use for texturing * since you're an env artist it can't hurt to look into PBR and a Gen 4 engine: UE4
I adore that the poll is 100% yes so far. I agree with starting as a blog/pdf/e-book, much higher accessibility. Function is often sorely needed in games, look at any, ANY env that has alot of pipe work and they are all just randomly slapped all over the place, intersecting willy nilly. :D
Hey PC, Another update to my portfolio! Looking for some work. Portfolio here! *LATEST!* *LATEST!* I can be reached through PMs here, or by email: hahnzach(at)gmail(dot)com My prices are reasonable and I am willing to negotiate an hourly or flat rate. Thank you and I look forward to hearing from you!
Hi guys, It's the first time I encounter the tech issue of baking env/props destruction animations from maya to a game engine (in this case Udk). Read *noob if you wish :D I'd like to know if there are some good tutorial out there on the subject, to start doing some test. I am interested especially on wall/rocks/crystals…
hellow I'm searching for a tool I though I've seen posted here one day Something that can convert a skin modifier (or at least the link-data aka *.env file) to a physique modifier (or *.phy file) background is: I want to use the nice skinning features from the skin modifier but need to end up with a physique modifier in…