Patiently waiting for my CGMA course on UE4 Modular Environments with Clinton Crumpler to begin this April. Everyone ive spoken to who has attended environment courses with CGMA has had positive experiences. Personally, I'm just incredibly excited to be learning under one of my art idols who has proven himself an effective…
I'd consider 2 RAM slots a fairly significant sacrifice. Additionally, the cases for m-itx generally have poor air flow and no room for proper cooling systems. Once those things can get addressed it shouldnt be so bad. Smaller is better this day and age. Would really love for some kind of modular or dual sided config for…
Thank goodness for this thread! I've been working on a set of simple modular walls that are supposed to line up precisely with each other's edges without showing any shading indications that they're not just one continuous piece. The straight sections all worked fine, but as soon as would create a corner piece the shading…
Some more progress from this week! Got through some more wall pieces such as shutters, closed down shops and went back to fix reflection/normal issues in other sections. Added a some more vextex painting to the walls. Nearly finished with the modular environment sections, bar a few roof and wall trims, then I can crack on…
That's a pretty cool concept and idea. :) Your model is looking a bit more compact than the concept though. You should rescale it so that it's longer. Since it's such a big ship you should also consider creating modular pieces which you can reuse all over it. Don't be afraid to add more details here and there than in the…
I'm no environment artist so hopefully you can enlighten me on a few things. How do you plan out a piece like this, regarding modularity and scalability of textures and materials? I mean, how many of the assets have individual textures and how many use tiling textures and/or generic materials? The faucets and other metal…
And here's the rest for now: These pieces are modular in slices, and each slice has its set of repeated props. UVing should be fun. Stay tuned very shortly! Note: At first I wanted all of the cabling to have different sets of unique patterns, so I was pathdeforming high-poly cables along splines... but the polycount was…
Started work on a Manchester Police Station. Im reverting back to the shape it was in in the 1800s. I wanted to create a building in the way it would be made in an assassin's creed game, so all modular pieces made over a few trim sheets. I started blocking out the size of the building and scale in maya and then worked on…
What a great environment artist should have is work that reflects his ability to texture, modular construction of scenes/lighting, highpoly/sculpting of both mechanical and enviroment assets. Take a look here for some inspiration, its a list of awesome portfolios: http://www.polycount.com/forum/showthread.php?t=92838 Also…
Pretty good for the most part, but for individual assets like that don't utilized tiled/modular textures you should probably have a nice normal map that features soft edges and all that jazz. This looks like you just made a low-poly then created the rest of the normals in nDo or something, esp. on the calculator and cola…