Hi guys! My name is Ricardo and i´m from Brazil. I will post a environment and development produced by me, called "Tech Undercity 2", to studying 3D and Level design. I used UDK about 2 years, and it is a great engine. With this work i intend to learn more things of UDK. I hope to use the directx11 but i don't know if my…
Hey guys, I have a couple general questions about how to optimize my game better. Im making a desktop pc game. In the largest scenes, tri count rarely exceeds 500k, until you turn on shadows. Then it can go from 1-3 million. I've disabled shadow casting on all but the essential character and enviro pieces. I have baked…
Hi!I'm looking for help with my game! About the project.Here's video of the game before the refactor began ( https://www.youtube.com/watch?v=lFJZeUUlcBA&t=113s ) 3d roguelike game for both PC and mobile, tile-based and procedurally generated.- Lot of crafting (digging the walls for resources - a little bit like minecraft…
Hi guys! My name is Ricardo and i´m from Brazil. I will post a environment and development produced by me, called "Tech Undercity 2", to studying 3D and Level design. I used UDK about 2 years, and it is a great engine. With this work i intend to learn more things of UDK. I hope to use the directx11 but i don't know if my…
Hi all!It's been a while since i'm working on my 3D skills, but i'm still i'm not 100% happy whit the results of what i'm getting. Basically because i started using zBrush with Character Art but now i want to craft my "poly-modeling" skills (Maya/Blender) to do some in-game assets, like props and enviroments. And i am…
We are seeking additional 3D and texture artists: Formats Static meshes: .lwo or .ase Animated meshes: .md5mesh/.md5anim (natively converts .mb files) Textures: .tga and optionally .dds, local/height/specular/diffuse Budgets We are developing with 2007 hardware in mind, and a possible migration to ET:QW for the megatexture…
First of all, dump the custom site and get on Artstation. Schools are notorious for pushing the idea of a custom site but its just unnecessary. Out of the advice you've already been given this is the only bit I agree with... "... learn Unreal and put a bunch of environments together to display environment art and knowledge…
Some stuff I do -Make the materials/shader of my model ahead of time, without a working asset to test it on (lets face it, creating a Cloth shader for a sphere is one thing, but a beaten up, patched vest with several maps to drive the looks of several parameters is another). -Start at the end of the project instead of the…
Welcome! You've got some really great enviro props! The textures are really well done. Crits: - The wolf is pretty bad, I would take it out or burry it really far down the list but not put it at the top. The overall shape looks like you modeled it from what you "think" wolves look like instead of what they actually look…
Hi @ScottColverson well your overall scene looks great, sells the mood and story in a good way for concept art but not as a game environment. However upon closer look I noticed few things that you might want to update to take this at current gen quality standards. *Stairs and floor panels look too thin like wafer, add some…