Generally you're having to deal with shader/lighting setups that aren't physically accurate so you have to do something to give it the same visual interest (note: not accuracy, interest) as the surface would have in real life. Grime and dirt are easy candidates for that. While most things are pretty clean in real life, the…
Heya thanks for the replys. I do admit that the smoke trail on the debris is the worse effect in the scene, it's one I definitely want to improve on (without a bad performance hit). I was thinking possibly ribbons??? Who knows :D As for coots7 questions about the UV coords, I know raw HLSL handles about 7 fine, there is an…
Here is some more stuff. We worked out that for the alpha, the ships would be destructible. This means that when an enemy cannon-ball strikes your ship, the hull of the ship will break. The ship needed to be redesigned to incorporate cross-beams, so that when the hull is breached the cross beams will show through. So the…
Rawrsie - haha, no, being mean would be saying, "this is poop" and giving nothing past that. I see what you mean with the grass textures. I'll have to rework some of the alpha and see if I can get it looking less like a plane. I'll go through the textures and try to color match them a bit better as well. As far as the…
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Some progress. Adjusted the fence alittle bit as per critique by a buddy as well as made the fire hydrant and a couple signs. Kind of getting tired of making building pieces so just to keep it fun i'll probably make a couple more props and then back to the building pieces. The fire hydrant looks huge but that's just…
Next up is a project that I am very excite to work on! Shenmue is one of the main reasons I wanted to get into the game industry. I want to just start making different props and buildings from the game and hopefully it will turn into a full blown re-imaging of Yokosuka. My only issue is the amount of photosourceing I had…
Your stuff looks nice, but I would have to agree that it's a little limited in terms of style at the moment. The best advice I could give is that you will probably want to create at least 1 environment that is more "photo-real". As mentioned Telltale's style tends to be a lot like this, I've personally spoken to an Art…
"I guess its cool but the quality of the art/assets makes like 80% of it all tho ..." Yeah.. thats not really true nowadays. Awesome lighting saves even the ugliest props. Look at Bad Company 2. They have awesome lighting in most places and the game looks GREAT, but when you step inside a building and see a flat-lit prop.…
i disagree with starting small, an environment is like painting, approach it in the same way -sketch it out -work on the major forms and composition -start to fill it with base colours. -rough the lighting in -add detail to the large forms -get a small brush out and add surface details -fill the scene with props and life…