Looking at your site, the first thing I see is that there's not much in the way of finished stuff in there. I know what you're saying about being bad at keeping up and finishing things is almost like a discipline in itself. I'm revamping my portfolio myself at the moment, so I know where you are coming from. In your…
Yes. There is no "use xy amount of lights" like answer, you should use as much as needed. You should place the lights to the light sources only (as you said, sun, lamps etc) because the another part of the lighting (bounces-gi) will come from the lightmaps. Light sources in UDK can do both static and dynamic lighting at…
Find out what this game tool can do and how it does it. Then do the tutorial that shows you how to build your first scene. You might want to check out ogre 3d as well. To be honest there really isn't a book out there that really cover this. World building is world building. It's different for every project. 1. make half…
Eek! A lot of replies =) , thanks everyone! I've been trying a variety of techniques, it depends on what kind of rocks you want of course. Usually I create a tiling texture by baking out a sculpted mesh or even use crazybump for it, combined with a normal map painted by hand to get better geometry feeling and less…
Hi I've been trying out Zbrush and love it, I was wondering how often environment artists use it? If for example a statue needed sculpting would studios normally get a character artist to do this?
Offline renderer do work different. You wont need all those maps. If you use an AO for example you just get much to dark areas. Your render will look less real. If you are aiming for a stylised look i would mix in AO with a layered texture node. Take a look at Arvids tutorials. https://youtu.be/aN4sqlfbTBA
What differences might an artist in the game industry expect compared to one in the film industry. how ever slight those differences are for example software, art style, pressure, deadlines, etc.
Hey, guys! It would be very helpful if we had an option to color-mark groups in "outliner". This will improve scene navigation a lot. Is any chance to add this? Example include in attaches. Thanks!
I am in this dilemma. I want to model scary monsters, but have lacking knowledge in modeling. For example, i want to model the beast on the picture below, but how should i make the fur/hair??
Hello, so i ve read the guide for uv unwrapping and baking. it says where u have hard edges in your mesh, you need a uv border. but how do you unwrap a mesh for baking that has no hard edges at all ? an oversimplified example of a mesh without hard edges: kind regards