Hi there, I'm coming pretty close to finishing up my current environment project, and I'm really looking to get as much feedback as I can before drawing it to a close and publishing it on Artstation. It's based on original artwork from Simon Stalenhag, from his book 'Tales from the Loop' - see the artwork below. And here's…
Hi guys, I'm currently studying game art and recently completed a character for a group work game in our course. The art style was meant to be cutesy and fun, textures were to be simple and flat, and we needed a flying character, so I concepted up this little fatty After being given the go ahead, I sculpted & polypainted…
Hey guys, I haven't posted anything in a while so here I go. Recently I have realized that I don't have much experience of working with big assets that rely on brute low poly modelling and tiled textures rather than HP to LP workflow. More so, I have realized that whenever I am not relying on those next-gen techniques the…
You don't have to create 3 different concrete materials in that last pic just to blend them. You can create one material that has the damage/variation built in and just use that. Technically, you could do the sewer access as decals too. Part of learning to do this stuff is learning to be efficient with your time and…
It's looking great man. I only have a couple of minor critiques... First, in the pose you have him in, he looks a little off-balance. Maybe put him in more of a steady stance.. more of a hero pose? And if you want to make him look a little more imposing, maybe bring the camera down just a little further towards the ground?…
I think schools will differ greatly whether they're two-year or four-year, traditional college/university vs. art school, East coast vs. West coast, etc. I first studied game development at a community college and its 3D modeling + texturing hybrid courses were far from bleeding edge. It was to be expected since its…
@bjporter thanks a lot! The space-backdrop is an image from wikipedia shifted to blue (https://en.wikipedia.org/wiki/Milky_Way#/media/File:Milky_Way_IR_Spitzer.jpg) @Tzur_H have seen the seam before uploading, thought its still a w.i.p. , but thx for noticing! As i said, im playing with the colors and stuff, i'm on your…
Heyoooo - another update! I started the hair texture but decided to do the skin texture first. This way it's easier to tweak the hair, since this is the part I have the least solid idea of how it should look. Skin is skin, not so much design doubts there. Solve the problems you know how to solve first, right? I tried to…
Diffuse - This is your overall color. Use this with the diffuse amount variable to determine how much of your diffuse shader sits on top of your SSS contribution. Overall - This map is determines where the SSS contribution will show. Where the map is white, like the skin of the cheek, you have full SSS. Where the map is…
@mutedwrrrJW Thanks! I don´t use bsp at all. Everything is modeled in 3ds max and then put together in UE4. Here is my building set so far. Sorry for my lack of updates. I´ve been crunching with this day and night. I created a better system for modular buildings using parent blueprint class that controls exterior wall…