Hello fellow Polycount...ers! I'm predominately a Source mapper and this was my first *real* project in the UDK and, really, the most major modelling and texturing project I have ever undertaken. My aim was to create a test environment with the sole purpose of learning the ins and outs of how to build a small part of a…
Hello guys, I wanted to share with you some personal project that I have been working on in my free time. It's the electric locomotive - model 441-316, that was made in former Yugoslavia. This fellow is a bit old but still in use:) The plan is to finish game-ready train model that will be hero-prop of some train station…
Hello there. I did search for a similiar topic, found none. I am mainly a texture artist, i make both environment stuff and model textures. i do have some experience in concept art and basic game prop modeling, but compared to those my texture experience and workflow are much better. However during the time when i was…
Update: Still need to work with lighting, props are mainly done just need to add more. Also plan on adding particles. Some props- Lighting ScreenShots:
Scrum done well works, as do any of the other agile methods but only if the project work suits it - which is when you don't know how to do the thing yet (Eg, level design, code or the game as a whole) There is no point trying to force it onto prop production for example. You know how long the props take and you know how…
Thanks a lot Macebo! Texel density was never really a problem since I used quite high-res textures. Used a lot of 2K for larger individual assets just to keep the quality as high as possible. Most props and modular parts have separate materials (except for smaller similar props like books/paintings), but I got the…
Attached as an element? That probably doesn't matter that much unless you want to use the lights as a separate prop in other places. If it will only ever be part of this building there are several ways to unwrap them together or seperate but that really depends on other factors, what engine, what kind of game, what…
One thing that helped me a lot in the past was to carefully control the texture blending on the terrain to match where it touches the props. Make sure the texture choices for both terrain and props match each other in terms of overall brightness, detail, and hue. It can also really help if you can paint vertex color on the…
First of all welcome. Not a bad start. Turned out pretty sweet. A few things to consider: 1. 2048 is way too large of a texture size for a prop like this. A prop this size should have a texture size of 256 or 512. If you plan on it being seen close up maximum size of 1024 but even then that's a little much for a barrel. 2:…
Well I'll quote Gavins very first post that said. "ok...im just gonna put this out there, and walk over to my bed and curl up like im about to be hazed. i need a job really bad so tell me what i need to do to get that." While his web site is filled with characters only it doesn't say he wouldn't take a job as a props guy…