This is probably achieved with vertex paint of 2 materials. Check out how env artists are making those blendings in UE4. There are cool breakdowns on YT from CG society.
Env stuff gets cut all the time too. Even though the character team is usually smaller, they still create as many characters as they can within the production schedule.
I'm really fascinated reading all of you guys talking about these fancy new things, but I have to say I really hope we prevent these super realistic sterile boring looking environments. I know I know that it the end it's all about the art direction and art team, but I hope the tools/techniques compliment THEM, and not the…
I think it's worth keeping the smoothed tubes at the front AND putting them at the other end - that's something that caught my eye when I first saw it - it seems inconsistent with the one end low and the close end high. After ridding backfaces (if you want to take optimizing that far) and normal mapping the screws and the…
Hello! To start, a bit about me! I'm currently 42 and started working in games about 7 years ago when I was 35. I had been dabbling in 3D for about 10 years before that always wanting to work in games, but the city I live in had little to no game studios. So my options were to either move or work other 3D type jobs not…
Misc. Env/Prop Work Character outfit selection spot concept done by Johannes Figlhuber and Ilka Hesche. (Neo Cortex by Nicholas Kole, of course.) Neo Cortex Pod
visually both can be great. But if I see even the faintest UDK skills on a resume I'm more happy (especially for env people this could make a difference)