This is an art test that I did a couple of months ago. It wasn't NDA'd, but I don't want to say who it was for or give any specifics regarding the requirements as a courtesy to the company. I spent about a week and a half in UDK; it was the first time I've ever really done more than import a random prop and throw a few…
Hello there, I believe this is my first time posting here possibly? I think this is where I'm supposed to post my thread :) So yeah please give me feedback on my work that would be much appreciated. I'll go sleep for now. http://youtu.be/mqMg8D1glWg Copypasta from youtube follows: I'm a big fan of the series Blame! by…
Hey guys! Here's a bridge I'm working on in order to learn modularity. When I am done, I am going to reuse the pieces to create something else (not sure what yet, but I'm thinking something along the lines of a courtyard). So far I have my model snapped together in UDK, and I am working on the textures. I am treating some…
1. You wouldn't do that by changing the vertex color data at runtime, but by creating a custom vertex shader. Typically shadows are computed into texture maps instead of vertex attributes, because vertices are usually too far apart to make the shadow look good. I suppose it could be possible in theory, but it would be like…
Hey man, I actually grew up in Port Orange and know a bit about the school thing as well. The biggest point of advice I can give you is school is going to be what you make of it. I graduated HS from Mainland. When I went there I was able to take classes in their Multimedia Academy. I learned some basics with photoshop as…
Hey man! There are a number of ways you can do this, there isn't right or wrong. Remember that you don't have to follow the concept one to one, so if you need to adjust some stuff to make them more modular friendly, definitely do it. How I would do this: - The center piece would be a unique piece made out of tiling…
1024 for a whole level? Obviously that would be ideal to keep draw calls to an absolute minimum, but it seems unrealistic for most games. I can imagine something like a Mario Kart battle stage fitting on a 1024 total. But take even a PS2 game like Burnout 3, with pretty big tracks, a lot of texture variety, lots of…
Ah yes like mac's vs pc's. :) I've taken a similar route. I did my first serious work on lightwave actually, and I still keep some of its workflow and shortcuts in my max and maya hotkeys. From my experience Max and Maya are both very powerful programs, and both are can turn out absolutely stellar work. Max's largest…
Woops, bit of a gap there (some freelance work came up soon after I started the thread). Here's where the room is at by now, from work done in the last month or two; In the meantime I've learnt Substance Painter (currently used for the striped curtain and the bed to the left). I've made peace with the fact some aspects of…
Hello. This is my first unreal engine project which i plan to post in my portfolio. Before i was doing only props, this is my 1st environment. Also a first project where i can learn unreal beside tutorials :) For now so far i have mostly 70% of models and from textures only foliage and cobblestone texture. If anything else…