Thank you for the great tips. watching the videos and taking it all in. Also creating a Unreal demo scene ( basically its gona be a turntable with a rotating camera with baked lightning and post production stuff that engine offers. ( its also pretty neat to use a engine because you can go pretty heavy with particles, fog (…
This is looking lovely, you're being very true to the original proportions and set dressing and your texturing is gorgeous. I agree with above however, your awesome focal point is getting a little blown out, and we can't see the gorgeous color variation you have going on there anymore now that it's desaturated. I say let…
Two weeks... in his free time... it is a very good job given the time you spent on it. To be honest I'm not a fan of the very far statue, I think it is better if you just have a closer one. This is just a personal opinion about the composition of the scene, so it is not an objetive thing. The only unreal and quixel thing…
I started a thread a long time ago with the intention of doing an abandoned marble environment. I decided to come back to the idea after I did some self teaching. Id like to put up the progress I have done so far. I am starting a new one, because I am not going to do it in UDK anymore (is there a way to delete it?) Most…
Hello Everyone! This is my very first post on polycount and I can't wait to see how this goes. I am currently working on the Blizzard student art contest and here are some of the stuff I have. This has been a big learning process, because I have not tried hand painted or low poly stuff in the past. If there are any…
@JLHGameArt Thanks! @Sunray Thanks! I´m planning to try to bring more of that effect there. @hmm_rock Thanks! I use a lot of FFD, bend and twist modifiers. My stack is usually full of those :) For texturing and baking I use Substance Designer. I have a very messy graph that uses id map to mask different foliage. Then it…
If you're talking about BSP as in the Blocky Meshes they use to sketch out a stage, then no, no one uses those (unless you're sketching out basic level ideas and how they will work in realtime). However, people still use the Terrain system in UDK and it is used alot, I would have to see how someone would go about making a…
The other day I took some photos of various surfaces in nature such as tree bark, rocks, etc. I've been experimenting with different methods of creating textures by starting from the seamless color maps that I create from these photographs. So far I've worked out a decent trick in photoshop for separating and isolating the…
I've always found your pieces incredibly difficult to discern between the hands-on artwork (meshes, texturing) to the stuff that is done in post or heavily rendered/non-real-time effects. Then there is stuff that is just so abstract its hard to follow or really appreciate beyond being 'abstract'. There is zero…
Hey Andrew! Always cool to see someone on Polycount also from BC. Hide the ones I've marked with an X. The others are cool. The ship is dope but the textures are so noisy its hard to look at, and the sails are super shiny. I think you could spend another few weeks on the textures for this ship. I'd like to see more images…