Might be not exactly what you were looking for, but at http://www.mattepainting.org/ are some great env concepts, theyre also categorized, scifi, natural, etc. but I like to klick the random ones and then refresh the page :D
Thank you for your feedback guys. I will not redo this model, but I really see your points. I am participating in the env. challenge right now so that should keep me busy :p
Here I am. After some eyes rest I returned on the env and completely changed the lighting mood. Now I think I gave the scene a more dirty and mysterious yet quiet look.
He means environments only! Characters and weapons are allocated differently from the env mega texture allocation so they always stay sharper, since a character or a weapon is usually more important than a pipe! :P
Starting a new env piece. Probably going to use UDK. Inspired by Christina's World by Andrew Wyeth and some of Edward Hopper's landscape/house paintings. Lighting will be an overcast sky with clear sky on the horizon, and a sunrise. Made a quick blockout in Max, playing with colors and composition. Doing a rough paintover,…
Hi guys, quick question; How do we enable a flat shaded on CE3? it's for a debugging purpose, for example like looking at the overall color balance on the scene? I cant find an option to enable this but karatekodden manage to get a screenshot of it on his Hacker Nest Env. Really glad if anyone can help me on this~
This is a bit "nerdy" :) I added some custom attribute handling to my max com server so I could attach values to objects so I could change those values with out having to recompile the prototyping utility client app all the time to see the effect. so the client app grabs the spline and the attached custom attributes...…
At the end of the day, all rotations are handled as a quaternion (I'm pretty sure about this across all game engines - I could be wrong about UE4 though but I'm going to guess it does quaternion). They are more efficient. Here's a good breakdown of both…
I'd say faked. The lighting is pretty weird all round, what with the smoke and all, and the dark tree on the right makes the shadows on the figures seem possible. I can't see any obvious cuts around the figures, but the depth of field just seems too sharp. It's unlikely that both the figures and the background would be in…
Full Court Tennis (FCT) is building a pro-level biomechanical analysis engine. We are seeking a high-level Technical Artist/Engineer to build the bridge between raw iOS skeletal data and high-fidelity MetaHuman avatars in Unreal Engine 5. Budget : 50-100hr depending on experience The Role: This is not a generalist role. We…