Canyon Ambush was the first level that I personally worked on for Overgrowth, and was one of the three levels where I was responsible for both art passes. I was initially handed a whitebox, and in the first image below you can still see that I have not finished replacing all of this placeholder box geo. My workflow on…
@yashar98 looking great, keep it up! I know the struggle of loosing steam over the course of a project all too well. Personally these measures help me to counter that: - Breaking down the design into repeating elements beforehand. Sure, this might make it look less unique than the concept, but reusing meshes and textures…
@Oniram, thanks for the crit. I think the soft white edges you're referring to were supposed to be edge wear (correct me if I'm wrong) - Now that I'm looking at it again, they really DO look soft. I'm not entirely sure where the metal material went wrong, but I'll see if I can re-edit/re-do it and make it appear more…
The nasty on the chest looks like a case of pixel density/fidelity. If you increased your texture size, or the size of that UV island, that problem would diminish. The nasty on the bicep pad are coming from a gap in the geometry. Normal Maps don't effect the silhouette of a model and can't raise above the surface. They…
Hello, I will be using this thread to post models that I would like to get feedback on. I will be posting a new one each week for the next 5 or 6 weeks. The models will range for objects to characters to environments. All feedback is welcome! My first model is a Microscope. I have included a Blinn pass, Occlusion pass, and…
I have an incomplete workflow for creating lowpoly models from highpoly models. here goes. 1. use zbrush to sculpt a high poly model 2.use the decimation master to make it into low poly in zbrush but then i get stuck with ugly topology that i doubt would be easy to rig and weight paint in blender to be used as game models…
Hey everyone! Ive got a semester left at university and wondering what people think I should work on concerning environment and prop art. I can basically choose any project I wish so I want something really impactful for my portfolio. I have a background in WebDev/ VR / AR that perhaps I could incorporate. Heres my current…
GAME485SB Introduction This is my final project in my last class before I graduate with my BA. With my final project I want focus on particle effects as that is my area of interest. I will use Unreal Engines Matinee tool to record the cinematic and upload to poly count through YouTube. The cinematic will be approx. 2…
Sorry, we are no longer accepting applications for this role. _______________________________ Hey there. We're Feel Free Games, the indie team behind Luma Island. Our next game will be very different but we can’t reveal what it’s about in public yet. To help bring it to life in Unity, we're looking for a super talented VFX…
Hi all, I'm following this forum from a while and after some "little" game experiences with a local company, I took the decision to be a professional and mature game artist. So I've planned to create a portfolio and I've defined two projects inspired by games Dead Space and Unrealt Tournament 3: they are designing a level…