Alright, so it's been a while. Worked on the scene on and off the last few months, but I've got to grips with UE4 and Substance Painter and sped up a lot by now. I did some modding for Fallout 4 as well. Here's what the scene looks like today; I went to EGX last week and talked to a few triple A industry artists and the…
4k textures are very big and you'd have trouble justifying the use of 4k maps for unique props etc. - (*at a basic level - we'll ignore modern streaming tech) but if you have a trimsheet and you are re-using it across tens or hundreds of assets, that big chunk of memory becomes better value one question to ask yourself is…
I am taking my final major class and I am starting my indep study project this summer to get a bit of a jump on it. HOPEFULLY I will get the project 80% done [that is my goal, realistic or not] before I meet with my prof for the first class. The reason I want to get most of it done is because my prof isn't qualified at all…
Welcome everyone to the 84th edition of the Bi-Monthly Environment Art Challenge for the months of May and June! This challenge is a way for real-time 3D artists to test their skills and create a piece of work based on concepts provided. It's open to those of all skill levels and we do our best to provide meaningful…
Most character artists that can do props just put it on the resume and leave it out of the portfolio. Or you could put all the props in one "collection of props" image. The focus should be 95% Character art, you don't want to seem unfocused or indecisive.
I think in general the advice about old work hinges on evolving "taste" and overall eye for quality. As one progresses and learns more overtime they realize that their old art is not up to par any more in their eyes (sure at the time it appeared as the best art piece ever, but now several years later they realize that…
I feel the synthetic feel in games and 3D in general has two main causes: - Lack of technical capacity of engine (or performance and time constraints when authoring) Engines are very good at displaying an staggering amount of tris now, have better lighting solutions, high resolution textures and more. Yet as pointed out…
Got a million more things to do, but it's still going strong! Still flat textures, flat materials, no light meshes/props, auto UV's, and blocked-out props Trying to nail the structural elements of the room/deck before I move on to prop and material work.
Just delete the extra bone. You only have to link the bone to the object through the skin modifier if it's a single bone. The physics mesh should use the same bone as the in game one. If the bones are what's causing trouble, you can just not use any bones and remove the line $keyvalues { prop_data { "base" "cloth.Small" }…
Small update here :) After some feedback, I have pushed the damage more with some decals and got rid of the grey vertex paint layer. After looking at more references of these kinds of buildings, I noticed more major damages where you can see the concrete mix underneath to be towards the base and revealing more of what's…