The unreal level looks amazing and the break downs are very welcome. That's a really great use of modular meshes. My only crit is that the level could look better if you tunned the bloom down a little.
I'm starting a project of a sci-fi lab which is school assignment. Planning to make many modular elements to create environment as well as other props. Firstly model of a drone which main shape is based on a concept i found.
Working on a modular environment scene, low poly block out first, next phase high poly, still need to do wiring and work on some of the composition, the next few weeks will be challenging but rewarding! Any C&C is greatly appreciated!
Jesse Sosa talked at one of the IGDA Austin 'Micro Talks', about his modular characters that won the Polycount Mutant League Challenge Check out the other videos in the IGDA Austin channel, there is a lot of good info just sitting there... waiting to be watched.
Real work of dark space game called Undoing made in unreal 4. Modular pieces with only 1 texture which has been worked in substance, ddo, photoshop and unreal 4. https://twitter.com/UndoingPC http://markusenes.artstation.com/
Real work of dark space game called Undoing made in unreal 4. Modular pieces with only 1 texture which has been worked in substance, ddo, photoshop and unreal 4. https://twitter.com/UndoingPC http://markusenes.artstation.com/
Hello! Yeah this is my first project in unreal which I spent the last couple of months on. I'm not new to 3D as I've worked in VFX for film and tv for the last few years, but would like to try making a move towards games. The aim of this project was to hit on a few key things. I wanted to show use of Trim Sheets, Modular…
(Paid/ Freelance) Hi, I'm looking for A skill Character Artist to be able to make modular stylized characters for game project in Ue4. I'm going for a Overwatch or Dauntless look. You can contact me at : jeanr9126@gmail.com for more info.
Hi everyone, I have my latest portfolio at www.aleksdigital.me . This is a technical artist portfolio and includes demos of a modular autorigger, updating an old tool, two "mega" shader libraries, and a spirotropic curve example on github. Any feedback would be great!!
I'd certainly use designer. Just break it down into distinct modular patterns and use a distribution map to place them in a tile sampler. Designer is really good at these sorts of patterns as they're all mathematical in nature