Hey guys. I'm currently working on a Unreal3 modification and the fact that some env artists use max and others use maya is becoming a huge annoyance. I'm a max 8 user myself and whenever I import .obj files I get a lot of flipped faces, besides also losing all the UV information. I tried importing the .mtl file as well…
I know it's been asked before, but we are finally making the call to not have an art team build an entire map based on a pre-set design. Instead we want to break the various pieces of the "city" down so we have more options customization wise as the game expands. My question is, beyond certain features, it gets very hard…
Hi guys, I'll be short. I am working on a next-gen Env, an ancient temple. The target platform is Xbox 360. It's the first time I deal with this kind of project and environment stuff, I already read a lot of useful tutorial on modular assets etc but now I have a specific quesiton for you. I need to create a tile as the one…
I've been working on a UDK env for the past couple days that uses tessalation and image based reflections (hadn't tried these before). Its also my first time really trying to get into Z-brush (all textures in the scene so far are baked from sculpts) The concept is basically a sacrificial shrine deep under the sea, sort of…
Hey there, looking cool. It was good to add little light variation in there. I think the walls are a bit flat could use some kind of detail to make more appealing. Also do something at end of corridor since we are lead to that area but just ends with a wall.
Don't worry about getting creative then. Find awesome concept... model it... done. There's a GIM podcast somewhere that outlines this, saying there's little point trying to be a concept artist if you're actually wanting to be a prop artist/env artist/whatever. Sure a little creativity is always a plus, and it might help in…
10+ years as an enviro artist and ive never scripted a single thing, let alone had to code anything haha. If you are a beginner, focus on making the best looking environments you can until you can at least get a paid junior postion. This means focusing on layout, composition, and being able to translate 2d concepts to 3d…
I like the idea. There can't ever be said bad things about pro's sharing their knowledge. But, I like the challenges aswell. The mistakes and challenges that amateurs artists face are more down to my level. I tend to learn more from those threads then the pro ones since that feels like black magic most of the time. :) The…
The seem looks like it's coming from your normal map contribution to the baked lighting. Your UV1 and your UV2 tangents are different. Broken/rotated 90 degrees... Try rotating your lightmap uvws for the top of the canister 90 degrees and baking it again... if that doesn't fix it, try making your UV1 and your UV2 more…
You can try setting up the envelopes and cross sections so you only have to do minimal vertex weighting. Hmmm let me understand something. You bound the characters, THEN the heads were removed? In this case, you should just be able to delete the heads and the Skin should adapt. Alternatively, you can Save the envelopes to…