Hi there, I just finished my digital art study at the Games Academy Frankfurt and currently looking for work. My focus lays on Hard Surface Props & Weapons as well as Environments. Due to the nature of my study I was also able to gain some basic knowledge in other areas of expertise like Animation, Rigging, Sculpting,…
I have been researching environment art for games for some time now and I came across trim sheets and modular assets. I am still confused about the workflow. Ex 1 : https://www.artstation.com/artwork/rR2weE This guy made the high poly in zbrush first, then textured it in substance. But won't this make a unique material for…
Hey everyone, I thought it would be good for me to share some of my kismet scripting and general UDK tech art. For full details on my scripts you can check out www.hatchiedesign.com and feel free to ask if you have any questions. A direct link to my kismet documentation http://hatchiedesign.com/?page_id=952 Moving Objects…
sampson: You've got some pretty weird numbers plugged into the Lightmass settings of your dominant directional light. Try setting: Lightmass Settings Indirect Lighting Saturation to 1.0 Indirect Lighting Scale to 1.0 Light Source Angle to 0.2 Shadow Exponent to 2 ImSlightlyBored: The Light Map Resolution setting of a…
1. I'm truly amazed again and kinda embarassed, cause my thought process wasn't nearly as deep as yours. I was thinking more like "These walls look empty, there's a lot of dirt in the room, It could use some ventilation" I was kinda tired with this scene, but you inspired me with this. I think I'll work on some air…
I'm going to keep editing this post, just using this post for formatting Software Colour Constructor $7+ https://gumroad.com/muzzfaceColour Constructor is a study and workflow tool that is designed to help you design the colours and values for a painting or image you are making according to a light source and ambient term.…
you should create a fully subdivided model to bake onto your low poly so that your model doesn't have these unnaturally sharp edges. Without a proper bake, the model is going to look very primitive like a ps1 game. You should always keep up reference for the material you're texturing. Just open up google images and type…
@Hazardous - I see what you mean. I am heavily referencing the 3d model of Lightning ripped from Dissidia 012 as far as how the textures should look, how the UVs were laid out, and how the geometry is set up. I spent a lot of time mimicking what the model was and how it was done. I also am referencing the ripped model from…
Thanks man. But to nobodys surprise except mine the print failed ;f A quick 3 hours 0,2 layer print. When it got up to the head the base snapped. Since it was printing so fast, over 60mm/sec it got a stringy. Mostly since i set it up wrong, the base has a steep angle but no infill, so at some point the printer was forced…
*changed some of the text, didn't want to sound offensiv or arrogant* what goes in the param2d in the ramp part should be more than obvious :O the ramp, the texture you use to change the shading, i added a sample picture above the arrow :)http://polyphobia.de/public/tutorials/TF2shading/003.jpg What exactly don't you…