@nyx702 - Thanks so much! Definitely going to add the little drainage areas, but I'm trying to figure out how I want to go about doing so. Would probably be best to just make them modular pieces rather than apart of the texture for that area. @AimBiZ - Thank you! I'm excited to start texturing/making the scene more…
For example: - long straight piece - short straight piece - L-shape piece - S-shape piece - corner-piece - power box connection piece etc So you can model/texture a few modular pieces and then build them all in-engine. Doing what you have right now isn't wrong. I'm just suggesting another approach.
Holy shhh, i love your work that bulldozer looks awesome, but i also think that you're cheating your self in showing it off. (i wanna see it closer) Apart from that the website is easy and simple to navigate, but i couldn't click on the sci-fi modular slide nor the temple wip. either way, im saving this to my inspiration…
The character and esp the tree are so cute! Maybe start on some modular town enviro stuff? Some large special crops would also be good. Scope control does a body good, so you should consider how much you want this to be crafting and farming versus needing to also design a combat system etc. How many people are working on…
Agreed with the others. Also, you've got some good work, but I'd add at least one more piece. Two vehicles and a diner scene doesn't make a modern day environment artist. A modular environment built using modern construction techniques would help push you in that direction. Also, you spelled "Detials". Make sure you focus…
lightmass will create a baked lightmap for your entire scene. it will determine where light/shadow is defined.. thats the baking part of it. for individual assets, say you have a wall.. and both sides of the wall share UVs, if one side gets hit by shadow, it will reflect on the other side. thats why for modularity's sake,…
Hey, looking awesome. :) In addition to what's been mentioned, I'd look at the shadow being cast by the chair on the rightmost wall - it sticks out in particular to me Correct me if wrong but I'm assuming just increasing the lightmap resolution of your wall will help with that. Using modular walls instead of one big,…
hey all, I was working on-and-off on this project the last few weeks and kind of adjusted the atmosphere in the environment and dropped the "Suckerpunch" theme. I'm doing some texturing for the modular pieces and looking for some ways to break up the tiling. Also I'm working on some pieces that might make the environment…
thanks guys @ ExcessiveZero Thats definately a unique way of getting detail. I'll try it out @ Valias The version on the quixel site is pretty much exactly how I would of done it, so I decided to not go with this concept and found this This looks like a nice combination of modularity and composition. Was not easy to find…
Yes, that is generally the right workflow. You can also add individual bricks, tesselation and other techniques to break the modular surface, depending on the result you are going for. I'd recommend the tiling overlap sculpt technique that Anthony Vitale shows in one of his youtube videos. It's in zbrush, but it still show…