Barbedwire studios is looking for two new environment artists to join the team to help the development of Gates of Hell. Gates of Hell is a historical/realism action-based RTS based on the GEM2 game engine by Best Way. The game is aimed at the RTS and third person market (the game contains a hybrid top down shooter as…
I took a few pictures of a stone wall section with my cellphone and then used Meshroom to assemble the 3D Scan. I was not expecting the result to be that realistic. It looks good. I'm not sure how I would make it tileable though. I might try Alchemist eventually. For visual elements that need not be tileable, like windows,…
Looks good so far. What type of lighting are you using? Static? Dynamic? As the shadows are looking very black at the moment. Perhaps making the Environment Colour subtly brighter, such as a grey/blue would help? (View > World Properties > Lightmass > Environment Color) This simulates the effect of diffuse lighting in an…
Cheers m8, keep them sculpts coming! For next time, remember to add some muscle details on your models, specially if they're thin - I believe it will add more realism to them. And on your latest sculpt you could perhaps have added some muscle definition on (ughh I don't remember the name) the muscle that goes from the ear…
Yea the suggestion to loosen up your support edges is meeting in the middle between realism and normal map and screen resolution. I don't ever recommend taking a hard surface model into Zbrush, unless it is absolutely necessary. In this case, pinching and 'striping' is just bad poly flow. Practice and understanding are key…
honestly i think you can push the textures further, it looks good but it could be great. judging by the presentation and the muted colour of the rust it looks as if might have been sat like that in whatever junkyard it's in for a long time. if thats the angle you're shooting for you could dig up some refs of abandoned cars…
BUMP! Dfacto, sweet guns man! xysdf: Cool pirate pic, reminds me of the style from the mi3 soundtrack cover. Might i suggest pushing the values a little more in key areas to create focus and make the image more interesting? A work in progress, working towards realism without reference. I still need to study hands more tho,…
Not bad so far, but arms kind of could be a bit bigger. Most of the characters from Street Fighter are superhuman, and have exaggerated proportions that are subtlety fitting like Chun Li's Thighs, Guile's Biceps. Sometimes realism is necessary, but when making recognized characters like Akuma. Sometimes just putting his…
Thanks for the techniques you shared. Your work give me confidence that CryEngine can also produce natural looking indoor scenes. I kind hesitate to use CryEngine for my next environment piece because we kind have to create bounce lights manually. For complex indoor lighting environments bad bounce lights simulation may…
Oh yeah, looking for any and all crits. Only thing to bare in mind is I was aiming for characters between 1500 and 2000 tris with a bit of a painterly texture style rather than photo realism. Also, the animations are game animations so really just basic stuff, and a few to show off some of the robots functions(scanning…