Hello! Thank you for taking a gander at my project! My current studies in Game Shaders and Effects require me to create a diorama in a scene of my choice, and I've picked Monster Hunter Tri's Tundra (Area 5: ). I think there's a lot to play with in this environment, and I'm making steady progress. I've made a moodboard to…
So I've been working on a new scene for a client and he's graciously allowed me to share the work in progress scene on here. Be prepared for a bit of an essay here as I go over the details as well as some very large images grabbed straight from Unity editor... So the client is after a sci fi hanger bay in Unity engine. The…
I am an experienced Unreal Engine user, programmer and can bring your creations to life with mechanics, interaction SFX, VFX and more. You like to design consistent modular assets that can be combined differently, so the customers can put their own creations together from them, e.g. parts for sci-fi doors / hand-weapons…
Thank you! I've just realized I didn't post any pictures of the modularity. The goal is to allow buyers to have as much freedom as possible - both in term of ambiance and shapes. Here's an example of the modular pieces available: http://i.imgur.com/FFgqAuo.png The same goes for the background. The basalt cliffs has been…
The next question was, "What is the common prop in the mining city?" Kyoungche Kim had crane idea, I had mining cart idea. Also, the dwarf needed the lanterns to reveal the darkness in the underground. Kyoungche did wonderful idea sketch. Creating modular building assets would save lots of time and maximize our creative. I…
I would personally try to use as many tile textures and repeating modular pieces as possible. For the wooden supports those would all use sections of one wood tile material. Most of the undamaged building would be a brick tile with possible geometry cuts for unique damaged details or use decals for slight variation, water…
Ok man, so you have a little knowledge but there's definitely gaps to fill. Let's crack open my treasure chest: 3D Artist Workflow for Games: https://realtimeboard.com/app/board/o9J_kzownlA=/ Environment art overview: https://software.intel.com/en-us/articles/modular-concepts-for-game-and-virtual-reality-assets Modeling:…
Coding Change Log - Alpha 0.5.5.1419 - Added base class for a single character save on a server. - Added character leveling data table. Used to store leveling of player and future modding. - Integrated the leveling data table into the existing character leveling system. - Modified data table with initial 25 levels and…
For anything organic I just start in Zbrush and rough out a form with dynamesh or whatever works. It's a good idea to GoZ it at some point into a modelling program to get the scale set. I export a decimated version to build a low-poly from using 3dcoat (or any modeling application). For anything hard-surface, modular etc,…
Different ways to do it however the following should give you an overview: -You have a basic character mesh for the character (nude character more or less). -Several basic character meshes are sometimes skinned to the same skeleton for the animation. This is the case in games such as World of Warcraft (male and female…