Hi Doxturtle, I am one of the lecturers at the University of Hertfordshire so I am happy to answer any of your questions. I would be happy to show you around the campus if you would like to pop in for an open day. If its any help have a look at the courses on the Skillset website, they have a course accreditation system…
Everything a human creates has inside it a trace of that human's interpretation, his soul even if you will and so it moves others and so it is art That is why [ame="www.youtube.com/watch?v=26YLehuMydo"]these type of artistic statements can be made[/ame] This is true even of Designs made by those who do not consider…
Here's one example of a piece for level design. (not exactly environment art, but in the realm) https://www.youtube.com/watch?v=NtuHAh9yciM It was made in far cry's editor for a level design position. I don't think the applicant got the position (not sure of the reason) but its a great example of what you're looking for.…
I just tested the latest UDK version. You are pretty much confined in a box between about -262140 and 262140 units. When you convert that to meters you get -5243 to 5243 which is an area of 10486x10486x10486 which is half of my suggested max origin distance. I say "pretty much confined" because you can apparently move…
https://polycount.com/discussion/comment/2643541/#Comment_2643541 this post pretty much applies here as well. find the big shapes first, subdivide, cut out the secondary shapes. if needed subdivide again, do the same with the tertiary shapes and so on. think about how a piece was actually built in the design phase.…
@ ENODMI / Jesse Moody : I found this matcap on zbrushcentral on this thread : http://www.zbrushcentral.com/showthread.php?t=46175 But I don't remember where exactly so you can get it here : http://fanny.vergne.free.fr/Tools/fg_grey_metal.ZMT @ dtschultz : I used the Orb's brush for the sharpen wood…