Sorry for the huge post here, but I just wanted to share the Bioshock Benchmark utility. I ran it at max settings at 1080p. You can see the average frame rate sits between 35-55fps. It's awesome having a laptop that is more powerful than my desktop :P I can't recommend this laptop enough. During the benchmark I could…
Hi all, this is my latest environment which is still working in progress. This is a subway train platform that was inspired by Silent Hill 3. This was something I always wanted to make, and still always trying to improve my skills as a 3D Environment Artist. All the models you see in this scene were made in Autodesk Maya,…
- get unreal engine - download one of their sample scenes, and backwards engineer it - grab an online scene /w youtube tuts and work through an entire tut start to finish to understand the parts involved, FINISH IT. Dont even think about doing your own thing until you know your tools. - then grab some reference - avoid…
Over the past few weeks I've slowly been chipping away at the
"Architecture and Fixtures" parts of my scene. I started off by finding some real world reference for the
materials in my scene. I found Flickr was very helpful to find albums full of
useful reference images. This help me find references for the materials in…
I mainly see the texel density inconsistency in your old projects, the temple one is actually alright. My main advice to you is scale and lighting. I wouldn't worry too much about having perfect texel density and rather focus on making good looking art (which is what will get you a job). A lot of things in your scene are…
Maybe ! Not sure, but as always with that kind of stuff it is very much worth a try. I could see some arguments for and against : + Being able to reload the last scene on startup would be pretty great for consistency within a given project. In that context it certainly would be a time saver. - However it could be possible…
I don't do any concept art for personal projects and with a model that will be viewed at any angle it's almost pointless, I later figure out the scene in 3d anyway. Instead I use imagination and a lot of refs. Usually I sit down for a few hours just looking for information and photos about the subject and play games (if I…
Lightmaps definitely need fixed there, there is an awesome 3dmotive tutorial for the basics and it explains a lot of what you can get away with in the UVing of the Lightmaps and things to consider, as well as there can be a lot of depth not explain like getting the islands lined to texels so theres no crazy bleeds. But…
I've done a bit more work on my scene so thought I'd post more WIP pictures. Here's what I have changed since my last post: * Made oil spill decals for the floor. * Modelled some props that can be seen at the side of the APC: a floor sheet, 3 different styles of paint can and a step-ladder. The step ladder isn't textured…
Why are all the screenshots blurry? Edit: Should have critiqued your work, too! I must say this doesn't feel like a scene just yet. It feels like a collection of props. A month or two ago, I saw a scene that had the same issues, by someone else. It was just a mix between the 3DMotive foliage tutorial, and Choco's terrain…