Hey guys! Loooooooooooooong time no see!! I'm here to say that I'm alive and that I've continued to work hard on this project. Since then I had a lot of advance and learning that I'll condense here in this topic. Let's go! So after dealing with the lighting I started to get into the mood that I wanted and started creating…
I have a full time job in a non related CG field and regarding CG i sell assets and do some freelancing works on the side. I'm specialized in environments ( real time ) and my setup is currently this: Maya LT 2019: subscription 317 € per year, has everything that you need if you are not a FX artist ( it doesn't have…
Thanks! I got a first pass on the roof foliage and the tiles on the ground actually. ;p Foliage always causes me headaches too. In prod because they are expensive as hell with the overdraw, on personal work because I am no vegetation artist and it's not something that follows the usual workflow. I usually end up cheating…
Put around 28 hours In so far and still haven't finished it. I've mainly been doing a lot of the side stuff and still lot's to do. I was pretty dubious going into this, even though Monolith are pretty much my favorite dev, licensed games don't always come out like this. Needless to say it the game is amazing and probably…
2 tris per pixel is not exactly ideal, unless you want pure vertexshading . I think the aim is to have less instanced but more unique mesh data. I wonder what kind of budgets games will have in the future if every corner is detailed, and honestly if that is really needed/worth it. However of course I think the editor and…
Hey Phil, first off, cool art :) I'm just going to write down what's going through my head as I study your work. Gasoline enviro: Cluster vegetation together. Current it's scattered randomly and doesn't make much sense. Terrain needs some blended layers too. Current terrain material doesn't really look like realistic dried…